BGE bug #17459 fixed: action actuators depending on their order in the actuator list.

This commit is contained in:
Benoit Bolsee 2008-08-31 21:53:39 +00:00
parent 7f257df5b4
commit 234b616078
2 changed files with 7 additions and 0 deletions

@ -54,6 +54,7 @@ BL_ArmatureObject::BL_ArmatureObject(
: KX_GameObject(sgReplicationInfo,callbacks),
m_objArma(armature),
m_mrdPose(NULL),
m_framePose(NULL),
m_lastframe(0.),
m_activeAct(NULL),
m_activePriority(999)
@ -114,10 +115,15 @@ bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority,
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
// remember the pose at the start of the frame
m_framePose = m_pose;
}
if (priority<=m_activePriority)
{
if (priority<m_activePriority)
// this action overwrites the previous ones, start from initial pose to cancel their effects
m_pose = m_framePose;
if (m_activeAct && (m_activeAct!=act))
m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
m_activeAct = act;

@ -80,6 +80,7 @@ protected:
struct bArmature *m_armature;
struct bPose *m_pose;
struct bPose *m_mrdPose;
struct bPose *m_framePose;
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;