BGE animations: fixing initialization order issues for BL_ActionActuator and BL_Armat...
authorMitchell Stokes <mogurijin@gmail.com>
Sun, 4 Sep 2011 01:42:47 +0000 (01:42 +0000)
committerMitchell Stokes <mogurijin@gmail.com>
Sun, 4 Sep 2011 01:42:47 +0000 (01:42 +0000)
source/gameengine/Converter/BL_ActionActuator.cpp
source/gameengine/Converter/BL_ArmatureObject.cpp

index 063544932dea39a982297446e2d00c1a94616bd3..895def17e8e6d3de59c6deaeef41ca022e22ccf0 100644 (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),
index 395cae4ba87174c180b74084d8bfe92ce617a9e8..684bd3f341ea038c7f1093c0e9b720e9aae90ecf 100644 (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;