BGE Animations: Fixing a bug where an action actuator could update a frame property when it wasn't active.
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@@ -213,7 +213,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
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}
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// Handle a frame property if it's defined
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if (m_framepropname[0] != 0)
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if (m_is_going && m_framepropname[0] != 0)
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{
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CValue* oldprop = obj->GetProperty(m_framepropname);
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CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
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