use armature active bone as a pointer rather then a flag for each bone that needs...
[blender.git] / source / gameengine / Converter / BL_ArmatureChannel.cpp
index 9a9161b080f81d931a3b309d3d1cbd03125f50ad..71e91735b24b1161543627826af7e5f2f440978b 100644 (file)
@@ -180,10 +180,10 @@ int BL_ArmatureChannel::py_attr_setattr(void *self_v, const struct KX_PYATTRIBUT
        bPoseChannel* channel = self->m_posechannel;
        int attr_order = attrdef-Attributes;
 
-       int ival;
-       double dval;
-       char* sval;
-       KX_GameObject *oval;
+//     int ival;
+//     double dval;
+//     char* sval;
+//     KX_GameObject *oval;
 
        if (!channel) {
                PyErr_SetString(PyExc_AttributeError, "channel is NULL");