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Diffstat (limited to 'source/gameengine/GameLogic/SCA_IObject.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp27
1 files changed, 23 insertions, 4 deletions
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 25b4af696ea..b0f8decee26 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -337,12 +337,31 @@ void SCA_IObject::Resume(void)
void SCA_IObject::SetState(unsigned int state)
{
- m_state = state;
- // update the status of the controllers
+ unsigned int tmpstate;
SCA_ControllerList::iterator contit;
- for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+
+ // we will update the state in two steps:
+ // 1) set the new state bits that are 1
+ // 2) clr the new state bits that are 0
+ // This to ensure continuity if a sensor is attached to two states
+ // that are switching state: no need to deactive and reactive the sensor
+
+ tmpstate = m_state | state;
+ if (tmpstate != m_state)
+ {
+ // update the status of the controllers
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ {
+ (*contit)->ApplyState(tmpstate);
+ }
+ }
+ m_state = state;
+ if (m_state != tmpstate)
{
- (*contit)->ApplyState(m_state);
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ {
+ (*contit)->ApplyState(m_state);
+ }
}
}