From 71eda5ca4da4444fc2368371edfa22d93effcec0 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Wed, 20 Jul 2011 06:09:41 +0000 Subject: BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor. --- source/gameengine/Ketsji/BL_Action.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'source/gameengine/Ketsji/BL_Action.cpp') diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index 5aecd2f114f..9a29f7d4472 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -66,6 +66,7 @@ BL_Action::BL_Action(class KX_GameObject* gameobj) m_blendinpose(NULL), m_sg_contr(NULL), m_ptrrna(NULL), + m_action(NULL), m_done(true) { if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) -- cgit v1.2.3