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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-09-04 05:27:16 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-09-04 05:27:16 +0400 |
commit | 70e3541f3a4327db0fd3fd4070091ddfda313cfe (patch) | |
tree | a3e1706bc1b16f1f4b9cb4b14611e6ce1b93a220 /source | |
parent | cbc812b757068c65effd90bdd4b08d7f4e25c342 (diff) |
BGE animations: Fixing a potential crash when using camera IPOs. The IPOs were being created off of blendercamera->adt->action when they should have been using the supplied action. Thanks to z0r for pointing out the problem and a potential fix.
Diffstat (limited to 'source')
-rw-r--r-- | source/gameengine/Converter/KX_IpoConvert.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp index 0ee99f5335b..b13dbe324f5 100644 --- a/source/gameengine/Converter/KX_IpoConvert.cpp +++ b/source/gameengine/Converter/KX_IpoConvert.cpp @@ -257,7 +257,7 @@ SG_Controller *BL_CreateCameraIPO(struct bAction *action, KX_GameObject* camera ipocontr->m_clipstart = blendercamera->clipsta; ipocontr->m_clipend = blendercamera->clipend; - BL_InterpolatorList *adtList= GetAdtList(blendercamera->adt->action, converter); + BL_InterpolatorList *adtList= GetAdtList(action, converter); // For each active channel in the adtList add an // interpolator to the game object. |