forked from bartvdbraak/blender
Yeah, and then the game engine too!
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@ -58,7 +58,7 @@ BL_ArmatureObject::BL_ArmatureObject(
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m_activePriority(999),
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m_lastapplyframe(0.0)
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{
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m_armature = get_armature(m_objArma);
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m_armature = (bArmature *)armature->data;
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/* we make a copy of blender object's pose, and then always swap it with
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* the original pose before calling into blender functions, to deal with
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@ -2353,7 +2353,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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case PARBONE:
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{
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// parent this to a bone
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Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
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Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
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if(parent_bone) {
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KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
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