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authorTon Roosendaal <ton@blender.org>2009-01-05 18:48:24 +0300
committerTon Roosendaal <ton@blender.org>2009-01-05 18:48:24 +0300
commit41ee139c16ad17020ebe6b598e494b6c5abd2252 (patch)
treef97623e484c6084dfc61777ba976e0f8de260ac0 /source/gameengine
parentaba83e417f9c7ba58a7798045c84cd5c03492d11 (diff)
Yeah, and then the game engine too!
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp2
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index a27ce0ad9e0..071cd50c506 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -58,7 +58,7 @@ BL_ArmatureObject::BL_ArmatureObject(
m_activePriority(999),
m_lastapplyframe(0.0)
{
- m_armature = get_armature(m_objArma);
+ m_armature = (bArmature *)armature->data;
/* we make a copy of blender object's pose, and then always swap it with
* the original pose before calling into blender functions, to deal with
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 487c8ab4b9b..45461205fbb 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2353,7 +2353,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
case PARBONE:
{
// parent this to a bone
- Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
+ Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
if(parent_bone) {
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);