BGE: A little bit of cleanup:

* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
  * Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
  * Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
This commit is contained in:
Mitchell Stokes 2013-05-14 22:52:10 +00:00
parent 50c46fb9b3
commit bb7b04bd94
3 changed files with 2 additions and 10 deletions

@ -165,7 +165,6 @@ KX_GameObject::~KX_GameObject()
if (m_actionManager)
{
KX_GetActiveScene()->RemoveAnimatedObject(this);
delete m_actionManager;
}
@ -413,7 +412,7 @@ BL_ActionManager* KX_GameObject::GetActionManager()
// We only want to create an action manager if we need it
if (!m_actionManager)
{
KX_GetActiveScene()->AddAnimatedObject(this);
GetScene()->AddAnimatedObject(this);
m_actionManager = new BL_ActionManager(this);
}
return m_actionManager;
@ -482,8 +481,7 @@ void KX_GameObject::ProcessReplica()
m_pSGNode = NULL;
m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
m_pClient_info->m_gameobject = this;
if (m_actionManager)
m_actionManager = new BL_ActionManager(this);
m_actionManager = NULL;
m_state = 0;
KX_Scene* scene = KX_GetActiveScene();

@ -1558,11 +1558,6 @@ void KX_Scene::AddAnimatedObject(CValue* gameobj)
m_animatedlist->Add(gameobj);
}
void KX_Scene::RemoveAnimatedObject(CValue* gameobj)
{
m_animatedlist->RemoveValue(gameobj);
}
void KX_Scene::UpdateAnimations(double curtime)
{
// Update any animations

@ -339,7 +339,6 @@ public:
void* meshob, bool use_gfx, bool use_phys);
void AddAnimatedObject(CValue* gameobj);
void RemoveAnimatedObject(CValue* gameobj);
/**
* \section Logic stuff