Revision: 42108
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42108
Author:   moguri
Date:     2011-11-23 23:29:36 +0000 (Wed, 23 Nov 2011)
Log Message:
-----------
BGE Animations: Getting the Action Actuator to behave better with pulse mode 
(on the sensor) and continuous enabled.

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

Modified: trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp     
2011-11-23 23:02:38 UTC (rev 42107)
+++ trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp     
2011-11-23 23:29:36 UTC (rev 42108)
@@ -144,6 +144,7 @@
                case ACT_ACTION_PLAY:
                        // Clamp
                        m_localtime = m_endframe;
+                       ((KX_GameObject*)GetParent())->StopAction(m_layer);
                        break;
                case ACT_ACTION_LOOP_END:
                        // Put the time back to the beginning
@@ -237,14 +238,14 @@
                RemoveAllEvents();
        }
 
+       // "Active" actions need to keep updating their current frame
        if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
-       {
                m_localtime = obj->GetActionFrame(m_layer);
-               ResetStartTime(curtime);
-       }
 
        if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
                SetLocalTime(curtime);
+       else
+               ResetStartTime(curtime);
 
        // Handle a frame property if it's defined
        if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
@@ -299,6 +300,7 @@
        else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
        {       
                m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
+               m_localtime = obj->GetActionFrame(m_layer);
                bAction *curr_action = obj->GetCurrentAction(m_layer);
                if (curr_action && curr_action != m_action)
                {

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