BGE animations: fixing initialization order issues for BL_ActionActuator and BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.

This commit is contained in:
2011-09-04 01:42:47 +00:00
parent 70e3541f3a
commit 103b06d4df
2 changed files with 3 additions and 3 deletions

View File

@@ -88,10 +88,10 @@ BL_ActionActuator::BL_ActionActuator(SCA_IObject* gameobj,
m_blendin(blendin),
m_blendstart(0),
m_stridelength(stride),
m_layer_weight(layer_weight),
m_playtype(playtype),
m_priority(priority),
m_layer(layer),
m_layer_weight(layer_weight),
m_ipo_flags(ipo_flags),
m_pose(NULL),
m_blendpose(NULL),

View File

@@ -231,10 +231,10 @@ BL_ArmatureObject::BL_ArmatureObject(
m_timestep(0.040),
m_activeAct(NULL),
m_activePriority(999),
m_vert_deform_type(vert_deform_type),
m_constraintNumber(0),
m_channelNumber(0),
m_lastapplyframe(0.0),
m_vert_deform_type(vert_deform_type)
m_lastapplyframe(0.0)
{
m_armature = (bArmature *)armature->data;