Fix for [#32213] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
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@@ -145,7 +145,6 @@ void BL_ActionActuator::SetLocalTime(float curtime)
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case ACT_ACTION_PLAY:
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// Clamp
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m_localtime = m_endframe;
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((KX_GameObject*)GetParent())->StopAction(m_layer);
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break;
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case ACT_ACTION_LOOP_END:
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// Put the time back to the beginning
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