Revision: 16225
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16225
Author:   campbellbarton
Date:     2008-08-22 12:27:16 +0200 (Fri, 22 Aug 2008)

Log Message:
-----------
BGE data conversion was making sound paths absolute, modify a copy rather then 
the original.

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

Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp   
2008-08-22 09:44:27 UTC (rev 16224)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp   
2008-08-22 10:27:16 UTC (rev 16225)
@@ -384,9 +384,13 @@
                                                        else
                                                        {
                                                                /* but we need 
to convert the samplename into absolute pathname first */
-                                                               
BLI_convertstringcode(soundact->sound->name, maggiename);
-                                                               samplename = 
soundact->sound->name;
+                                                               char 
fullpath[sizeof(soundact->sound->name)];
                                                                
+                                                               /* dont modify 
soundact->sound->name, only change a copy */
+                                                               
BLI_strncpy(fullpath, soundact->sound->name, sizeof(fullpath));
+                                                               
BLI_convertstringcode(fullpath, maggiename);
+                                                               samplename = 
fullpath;
+                                                               
                                                                /* and now we 
can load it */
                                                                if 
(soundscene->LoadSample(samplename, NULL, 0) > -1)
                                                                        
sampleisloaded = true;


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