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authorMitchell Stokes <mogurijin@gmail.com>2011-09-03 23:33:07 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-09-03 23:33:07 +0400
commit8295480bbeee2aafa0ea70d19836b3ab094ee08e (patch)
treeda5d8f447ce4c29c1828b3574aa155ec9d55e388 /source/gameengine
parent451136e7c0860b5240d4fcec50c95cd4790b8e2b (diff)
BGE animations: Fixing a crash that would happen if the property for a property mode action actuator was invalid.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 50e887a21a8..063544932de 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -217,6 +217,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
case ACT_ACTION_FROM_PROP:
CValue* prop = GetParent()->GetProperty(m_propname);
+ // If we don't have a property, we can't do anything, so just bail
+ if (!prop) return false;
+
playtype = BL_Action::ACT_MODE_PLAY;
start = end = prop->GetNumber();