From 95335af1b908be6044a02ccfb0a0edf529a61eff Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Jun 2009 12:32:28 +0000 Subject: fix for a bug reported by zapman on blenderartist. De-activating a loop-end actuator didnt work (it kept looping). Looked into this further and it turns out that the actuators run with both positive and negative events false, the sound actuator assumes because its not negative that its a positive event and plays the sound anyway. Fix by checking that its a positive event before playing. The size limit on the message actuator was 100 which broke some scripts, set to 16384 instead. --- source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/gameengine/Ketsji/KXNetwork') diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp index 63773352d96..32f0c3611b7 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp @@ -151,7 +151,7 @@ PyAttributeDef KX_NetworkMessageActuator::Attributes[] = { KX_PYATTRIBUTE_STRING_RW("propName", 0, 100, false, KX_NetworkMessageActuator, m_toPropName), KX_PYATTRIBUTE_STRING_RW("subject", 0, 100, false, KX_NetworkMessageActuator, m_subject), KX_PYATTRIBUTE_BOOL_RW("usePropBody", KX_NetworkMessageActuator, m_bPropBody), - KX_PYATTRIBUTE_STRING_RW("body", 0, 100, false, KX_NetworkMessageActuator, m_body), + KX_PYATTRIBUTE_STRING_RW("body", 0, 16384, false, KX_NetworkMessageActuator, m_body), { NULL } //Sentinel }; -- cgit v1.2.3