Revision: 38218
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38218
Author:   moguri
Date:     2011-07-08 07:31:40 +0000 (Fri, 08 Jul 2011)
Log Message:
-----------
BGE Animations: Fixing a crash when animating non-armature objects that didn't 
have shape keys.

Modified Paths:
--------------
    branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp

Modified: branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp     
2011-07-08 06:51:12 UTC (rev 38217)
+++ branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp     
2011-07-08 07:31:40 UTC (rev 38218)
@@ -154,14 +154,16 @@
                BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
                BL_ShapeDeformer *shape_deformer = 
dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
                
-               obj->GetShape(m_blendinshape);
+               if (shape_deformer)
+               {
+                       obj->GetShape(m_blendinshape);
 
-               // Now that we have the previous blend shape saved, we can 
clear out the key to avoid any
-               // further interference.
-               KeyBlock *kb;
-               for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; 
kb=(KeyBlock*)kb->next)
-                       kb->curval = 0.f;
-
+                       // Now that we have the previous blend shape saved, we 
can clear out the key to avoid any
+                       // further interference.
+                       KeyBlock *kb;
+                       for 
(kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; 
kb=(KeyBlock*)kb->next)
+                               kb->curval = 0.f;
+               }
        }
 
        // Now that we have an action, we have something we can play

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