BGE: allow using dynamic loaded mesh in replaceMesh for soft body. This is a quick fix, it doesn't work yet on skinned mesh.

This commit is contained in:
Benoit Bolsee 2009-11-26 09:40:37 +00:00
parent 6e467285cf
commit 8d9fba6568

@ -1106,8 +1106,10 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
if (oldblendobj==NULL) {
std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
bHasShapeKey= bHasDvert= bHasArmature=bHasModifier=bHasSoftBody= false;
if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
}
}
if (bHasModifier)