BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
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@@ -399,6 +399,11 @@ void KX_GameObject::SetActionFrame(short layer, float frame)
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GetActionManager()->SetActionFrame(layer, frame);
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}
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bAction *KX_GameObject::GetCurrentAction(short layer)
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{
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return GetActionManager()->GetCurrentAction(layer);
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}
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void KX_GameObject::ProcessReplica()
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{
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SCA_IObject::ProcessReplica();
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