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Fix setting up active controllers

This commit is contained in:
Chris Robinson 2013-04-23 19:43:26 -07:00
parent 634b0fd067
commit 7e2995bc2f

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@ -155,6 +155,8 @@ void Animation::addObjectList(Ogre::SceneNode *node, const std::string &model, b
if(objlist.mControllers[i].getSource().isNull())
objlist.mControllers[i].setSource(mAnimationBaseValuePtr);
}
mActiveCtrls.insert(mActiveCtrls.end(), objlist.mControllers.begin(), objlist.mControllers.end());
}
void Animation::setRenderProperties(const NifOgre::ObjectList &objlist, Ogre::uint32 visflags, Ogre::uint8 solidqueue, Ogre::uint8 transqueue)
@ -231,7 +233,7 @@ void Animation::updateActiveControllers()
{
for(obj = mObjects.begin();obj != mObjects.end();obj++)
{
if((obj->mActiveLayers&(1<<layer)))
if((obj->mActiveLayers&(1<<nextlayer)))
break;
}
}