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authorMitchell Stokes <mogurijin@gmail.com>2011-06-16 05:59:50 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-06-16 05:59:50 +0400
commit65af1dcecdb45eb1509f839c018b65acd6f23195 (patch)
tree495ebfda89b7bba274da8d08657ae77e23b28bf9 /source
parent47b061609d7a29116cdac9ba375408b5217683bd (diff)
BGE Animations: Making sure the Action Actuator has a valid action before attempting to play.
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index b57eaadaea6..b318121c486 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -152,6 +152,10 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
short play_mode = BL_Action::ACT_MODE_PLAY;
float start = m_startframe, end = m_endframe;
+ // If we don't have an action, we can't do anything
+ if (!m_action)
+ return false;
+
// Don't do anything if we're not "active"
if (!frame)
return true;