From 65af1dcecdb45eb1509f839c018b65acd6f23195 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Thu, 16 Jun 2011 01:59:50 +0000 Subject: [PATCH] BGE Animations: Making sure the Action Actuator has a valid action before attempting to play. --- source/gameengine/Converter/BL_ActionActuator.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index b57eaadaea6..b318121c486 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -152,6 +152,10 @@ bool BL_ActionActuator::Update(double curtime, bool frame) short play_mode = BL_Action::ACT_MODE_PLAY; float start = m_startframe, end = m_endframe; + // If we don't have an action, we can't do anything + if (!m_action) + return false; + // Don't do anything if we're not "active" if (!frame) return true;