[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [15346] trunk/blender/source/gameengine/ Converter/BL_BlenderDataConversion.cpp: BGE state engine patch: start game from init state in BLender too (previously, the current state was used in Blender).
Benoit Bolsee
benoit.bolsee at online.be
Tue Jun 24 22:58:28 CEST 2008
Revision: 15346
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15346
Author: ben2610
Date: 2008-06-24 22:57:27 +0200 (Tue, 24 Jun 2008)
Log Message:
-----------
BGE state engine patch: start game from init state in BLender too (previously, the current state was used in Blender). If init state is not defined, use current state.
Modified Paths:
--------------
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-06-24 19:37:43 UTC (rev 15345)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-06-24 20:57:27 UTC (rev 15346)
@@ -1668,6 +1668,8 @@
BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj,
ob, (BL_SkinMeshObject*)meshobj);
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
+ if (bHasArmature)
+ dcont->LoadShapeDrivers(ob->parent);
} else if (bHasArmature) {
BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
@@ -2329,7 +2331,7 @@
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
- gameobj->SetState(blenderobj->state);
+ gameobj->SetState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
}
#endif //CONVERT_LOGIC
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