BGE animations: fixing initialization order issues for BL_ActionActuator and BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
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@@ -88,10 +88,10 @@ BL_ActionActuator::BL_ActionActuator(SCA_IObject* gameobj,
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m_blendin(blendin),
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m_blendstart(0),
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m_stridelength(stride),
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m_layer_weight(layer_weight),
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m_playtype(playtype),
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m_priority(priority),
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m_layer(layer),
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m_layer_weight(layer_weight),
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m_ipo_flags(ipo_flags),
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m_pose(NULL),
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m_blendpose(NULL),
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@@ -231,10 +231,10 @@ BL_ArmatureObject::BL_ArmatureObject(
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m_timestep(0.040),
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m_activeAct(NULL),
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m_activePriority(999),
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m_vert_deform_type(vert_deform_type),
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m_constraintNumber(0),
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m_channelNumber(0),
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m_lastapplyframe(0.0),
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m_vert_deform_type(vert_deform_type)
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m_lastapplyframe(0.0)
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{
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m_armature = (bArmature *)armature->data;
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