Removed the termporary defines added to make the Game Engine compile. Hopefully this...
[blender.git] / source / gameengine / Converter / BL_ArmatureObject.cpp
index d5660d9ef84c68e9f5739815d64b69744109914c..54c1e8fc718279e0540ff3b52aec3e099f4110c6 100644 (file)
@@ -152,7 +152,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
        for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next){
                // always blend on all channels since we don't know which one has been set
                /* quat interpolation done separate */
-               if (schan->rotmode == PCHAN_ROT_QUAT) {
+               if (schan->rotmode == ROT_MODE_QUAT) {
                        float dquat[4], squat[4];
                        
                        QUATCOPY(dquat, dchan->quat);