Revision: 15346
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15346
Author:   ben2610
Date:     2008-06-24 22:57:27 +0200 (Tue, 24 Jun 2008)

Log Message:
-----------
BGE state engine patch: start game from init state in BLender too (previously, 
the current state was used in Blender). If init state is not defined, use 
current state.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp

Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp      
2008-06-24 19:37:43 UTC (rev 15345)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp      
2008-06-24 20:57:27 UTC (rev 15346)
@@ -1668,6 +1668,8 @@
                        BL_ShapeDeformer *dcont = new 
BL_ShapeDeformer((BL_DeformableGameObject*)gameobj, 
                                                                                
                                        ob, (BL_SkinMeshObject*)meshobj);
                        ((BL_DeformableGameObject*)gameobj)->m_pDeformer = 
dcont;
+                       if (bHasArmature)
+                               dcont->LoadShapeDrivers(ob->parent);
                } else if (bHasArmature) {
                        BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, 
(BL_SkinMeshObject*)meshobj );                         
                        ((BL_DeformableGameObject*)gameobj)->m_pDeformer = 
dcont;
@@ -2329,7 +2331,7 @@
        {
                KX_GameObject* gameobj = 
static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
                struct Object* blenderobj = 
converter->FindBlenderObject(gameobj);
-               gameobj->SetState(blenderobj->state);
+               
gameobj->SetState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
        }
 
 #endif //CONVERT_LOGIC


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