BGE Animations: This should solve the issue with NULL not being defined in BL_ActionManager.cpp
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@@ -60,7 +60,7 @@ struct bAction *BL_ActionManager::GetCurrentAction(short layer)
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if (m_layers[layer])
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return m_layers[layer]->GetAction();
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return NULL;
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return 0;
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}
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bool BL_ActionManager::PlayAction(const char* name,
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