forked from bartvdbraak/blender
BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor.
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@ -66,6 +66,7 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
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m_blendinpose(NULL),
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m_blendinpose(NULL),
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m_sg_contr(NULL),
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m_sg_contr(NULL),
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m_ptrrna(NULL),
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m_ptrrna(NULL),
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m_action(NULL),
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m_done(true)
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m_done(true)
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{
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{
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if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
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if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
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