From 9d900fdd11a8452701cdebc2be8799559136a645 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Sun, 29 Jul 2012 06:28:50 +0000 Subject: Fix for [#32213] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now.... --- source/gameengine/Converter/BL_ActionActuator.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index 0f33d88f82f..92d04115f10 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -145,7 +145,6 @@ void BL_ActionActuator::SetLocalTime(float curtime) case ACT_ACTION_PLAY: // Clamp m_localtime = m_endframe; - ((KX_GameObject*)GetParent())->StopAction(m_layer); break; case ACT_ACTION_LOOP_END: // Put the time back to the beginning -- cgit v1.2.3