Commit: 5996ad2fd48536c9e38f7ca4329d3dd19364ee39
Author: Mitchell Stokes
Date:   Tue Dec 2 19:06:19 2014 -0800
Branches: master
https://developer.blender.org/rB5996ad2fd48536c9e38f7ca4329d3dd19364ee39

Fixes for T41168

after the completion of the action in "Flipper", layer is removed and the 
actuator mistakenly receive zero when trying to get the current frame

Patch Author: avrprj

Reviewers: moguri

Projects: #game_logic

Differential Revision: https://developer.blender.org/D906

===================================================================

M       source/gameengine/Converter/BL_ActionActuator.cpp

===================================================================

diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp 
b/source/gameengine/Converter/BL_ActionActuator.cpp
index 3dd013d..f1a7287 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -320,8 +320,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
        
                        case ACT_ACTION_FLIPPER:
                                // Convert into a play action and play back to 
the beginning
+                               float temp = end;
                                end = start;
-                               start = obj->GetActionFrame(m_layer);
+                               start = curr_action ? 
obj->GetActionFrame(m_layer) : temp;
                                obj->PlayAction(m_action->id.name+2, start, 
end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, 
m_ipo_flags, 1.f, blendmode);
 
                                m_flag |= ACT_FLAG_PLAY_END;

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