BGE: Fix T45945: Action bouncing.
Bug introduced in 583fa7d1e, KX_GameObject.setActionFrame can make BL_Action::m_starttime negative. But in BL_Action::Update m_starttime is set to the current time if it's negative.
To fix it we use a boolean BL_Action::m_initializedTime to know if we should initialize the time in BL_Action::Update, it's more stable than comparing times.
Tested with bug task T45945 and T32054, with an extra patch about to fix suspend resume scene issues with actions : D1569
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@@ -84,7 +84,8 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
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m_blendmode(ACT_BLEND_BLEND),
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m_ipo_flags(0),
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m_done(true),
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m_calc_localtime(true)
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m_calc_localtime(true),
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m_initializedTime(false)
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{
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}
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@@ -271,6 +272,7 @@ bool BL_Action::Play(const char* name,
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m_layer_weight = layer_weight;
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m_done = false;
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m_initializedTime = false;
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return true;
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}
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@@ -400,8 +402,10 @@ void BL_Action::Update(float curtime)
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// Grab the start time here so we don't end up with a negative m_localframe when
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// suspending and resuming scenes.
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if (m_starttime < 0)
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if (!m_initializedTime) {
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m_starttime = curtime;
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m_initializedTime = true;
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}
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if (m_calc_localtime)
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SetLocalTime(curtime);
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@@ -69,6 +69,8 @@ private:
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bool m_done;
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bool m_calc_localtime;
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/// Set to true when m_starttime is initialized in Update.
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bool m_initializedTime;
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void ClearControllerList();
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void InitIPO();
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