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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 18204d1deab..97d6b6efd27 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -30,6 +30,7 @@
#include "BL_ArmatureObject.h"
#include "BL_ActionActuator.h"
#include "KX_BlenderSceneConverter.h"
+#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "BLI_math.h"
@@ -53,10 +54,6 @@
#include "MT_Matrix4x4.h"
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
/**
* Move here pose function for game engine so that we can mix with GE objects
* Principle is as follow:
@@ -97,7 +94,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
BLI_duplicatelist(&out->chanbase, &src->chanbase);
/* remap pointers */
- ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
+ ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "game_copy_pose gh");
pchan= (bPoseChannel*)src->chanbase.first;
outpchan= (bPoseChannel*)out->chanbase.first;
@@ -112,12 +109,17 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
if (copy_constraint) {
ListBase listb;
// copy all constraint for backward compatibility
- copy_constraints(&listb, &pchan->constraints); // copy_constraints NULLs listb
+ copy_constraints(&listb, &pchan->constraints, FALSE); // copy_constraints NULLs listb, no need to make extern for this operation.
pchan->constraints= listb;
} else {
pchan->constraints.first = NULL;
pchan->constraints.last = NULL;
}
+
+ // fails to link, props are not used in the BGE yet.
+ /* if(pchan->prop)
+ pchan->prop= IDP_CopyProperty(pchan->prop); */
+ pchan->prop= NULL;
}
BLI_ghash_free(ghash, NULL, NULL);