{
BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
- if (newobj->m_pDeformer)
+ if (newobj->GetDeformer())
{
- delete newobj->m_pDeformer;
- newobj->m_pDeformer = NULL;
+ delete newobj->GetDeformer();
+ newobj->SetDeformer(NULL);
}
if (mesh->IsDeformed())
NULL
);
}
- newobj->m_pDeformer = shapeDeformer;
+ newobj->SetDeformer( shapeDeformer);
}
else if (bHasArmature)
{
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
- newobj->m_pDeformer = skinDeformer;
+ newobj->SetDeformer(skinDeformer);
}
else if (bHasDvert)
{
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
);
- newobj->m_pDeformer = meshdeformer;
+ newobj->SetDeformer(meshdeformer);
}
// release parent reference if its not being used