示例#1
0
bool SCA_PropertyActuator::Update()
{
	bool result = false;

	bool bNegativeEvent = IsNegativeEvent();
	RemoveAllEvents();


	if (bNegativeEvent)
		return false; // do nothing on negative events


	CValue* propowner = GetParent();
	CParser parser;
	parser.SetContext( propowner->AddRef());
	
	CExpression* userexpr= NULL;
	
	if (m_type==KX_ACT_PROP_TOGGLE)
	{
		/* dont use */
		CValue* newval;
		CValue* oldprop = propowner->GetProperty(m_propname);
		if (oldprop)
		{
			newval = new CBoolValue((oldprop->GetNumber()==0.0) ? true:false);
			oldprop->SetValue(newval);
		} else
		{	/* as not been assigned, evaluate as false, so assign true */
			newval = new CBoolValue(true);
			propowner->SetProperty(m_propname,newval);
		}
		newval->Release();
	}
	else if ((userexpr = parser.ProcessText(m_exprtxt))) {
		switch (m_type)
		{

		case KX_ACT_PROP_ASSIGN:
			{
				
				CValue* newval = userexpr->Calculate();
				CValue* oldprop = propowner->GetProperty(m_propname);
				if (oldprop)
				{
					oldprop->SetValue(newval);
				} else
				{
					propowner->SetProperty(m_propname,newval);
				}
				newval->Release();
				break;
			}
		case KX_ACT_PROP_ADD:
			{
				CValue* oldprop = propowner->GetProperty(m_propname);
				if (oldprop)
				{
					// int waarde = (int)oldprop->GetNumber();  /*unused*/
					CExpression* expr = new COperator2Expr(VALUE_ADD_OPERATOR,new CConstExpr(oldprop->AddRef()),
															userexpr->AddRef());

					CValue* newprop = expr->Calculate();
					oldprop->SetValue(newprop);
					newprop->Release();
					expr->Release();

				}

				break;
			}
		case KX_ACT_PROP_COPY:
			{
				if (m_sourceObj)
				{
					CValue* copyprop = m_sourceObj->GetProperty(m_exprtxt);
					if (copyprop)
					{
						CValue *val = copyprop->GetReplica();
						GetParent()->SetProperty(
							 m_propname,
							 val);
						val->Release();

					}
				}
				break;
			}
		/* case KX_ACT_PROP_TOGGLE: */ /* accounted for above, no need for userexpr */
		default:
			{

			}
		}

		userexpr->Release();
	}
	
	return result;
}
bool BL_ActionActuator::Update(double curtime, bool frame)
{
	bool bNegativeEvent = false;
	bool bPositiveEvent = false;
	bool bUseContinue = false;
	KX_GameObject *obj = (KX_GameObject*)GetParent();
	short playtype = BL_Action::ACT_MODE_PLAY;
	float start = m_startframe;
	float end = m_endframe;

	// If we don't have an action, we can't do anything
	if (!m_action)
		return false;

	// Convert our playtype to one that BL_Action likes
	switch(m_playtype)
	{
		case ACT_ACTION_LOOP_END:
		case ACT_ACTION_LOOP_STOP:
			playtype = BL_Action::ACT_MODE_LOOP;
			break;

		case ACT_ACTION_PINGPONG:
			// We handle ping pong ourselves to increase compabitility
			// with files made prior to animation changes from GSoC 2011.
			playtype = BL_Action::ACT_MODE_PLAY;
		
			if (m_flag & ACT_FLAG_REVERSE)
			{
				start = m_endframe;
				end = m_startframe;
			}

			break;
		case ACT_ACTION_FROM_PROP:
			CValue* prop = GetParent()->GetProperty(m_propname);

			// If we don't have a property, we can't do anything, so just bail
			if (!prop) return false;

			playtype = BL_Action::ACT_MODE_PLAY;
			start = end = prop->GetNumber();

			break;
	}

	if (m_flag & ACT_FLAG_CONTINUE)
		bUseContinue = true;
	
	
	// Handle events
	if (frame)
	{
		bNegativeEvent = m_negevent;
		bPositiveEvent = m_posevent;
		RemoveAllEvents();
	}

	// "Active" actions need to keep updating their current frame
	if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
		m_localtime = obj->GetActionFrame(m_layer);

	if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
		SetLocalTime(curtime);
	else
		ResetStartTime(curtime);

	// Handle a frame property if it's defined
	if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
	{
		CValue* oldprop = obj->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
		if (oldprop)
			oldprop->SetValue(newval);
		else
			obj->SetProperty(m_framepropname, newval);

		newval->Release();
	}

	// Handle a finished animation
	if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
	{
		m_flag &= ~ACT_FLAG_ACTIVE;
		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;

		if (m_playtype == ACT_ACTION_PINGPONG)
			m_flag ^= ACT_FLAG_REVERSE;
		return false;
	}
	
	// If a different action is playing, we've been overruled and are no longer active
	if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
		m_flag &= ~ACT_FLAG_ACTIVE;

	if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
	{
		if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY)
		{
			if (obj->IsActionDone(m_layer))
				m_localtime = start;
			ResetStartTime(curtime);
		}

		if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
		{
			m_flag |= ACT_FLAG_ACTIVE;
			if (bUseContinue)
				obj->SetActionFrame(m_layer, m_localtime);

			if (m_playtype == ACT_ACTION_PLAY || m_playtype == ACT_ACTION_PINGPONG)
				m_flag |= ACT_FLAG_PLAY_END;
			else
				m_flag &= ~ACT_FLAG_PLAY_END;
		}
		m_flag |= ACT_FLAG_ATTEMPT_PLAY;
	}
	else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
	{	
		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
		m_localtime = obj->GetActionFrame(m_layer);
		bAction *curr_action = obj->GetCurrentAction(m_layer);
		if (curr_action && curr_action != m_action)
		{
			// Someone changed the action on us, so we wont mess with it
			// Hopefully there wont be too many problems with two actuators using
			// the same action...
			m_flag &= ~ACT_FLAG_ACTIVE;
			return false;
		}

		switch(m_playtype)
		{
			case ACT_ACTION_LOOP_STOP:
				obj->StopAction(m_layer); // Stop the action after getting the frame

				// We're done
				m_flag &= ~ACT_FLAG_ACTIVE;
				return false;
			case ACT_ACTION_LOOP_END:
				// Convert into a play and let it finish
				obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);

				m_flag |= ACT_FLAG_PLAY_END;
				break;
	
			case ACT_ACTION_FLIPPER:
				// Convert into a play action and play back to the beginning
				end = start;
				start = obj->GetActionFrame(m_layer);
				obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);

				m_flag |= ACT_FLAG_PLAY_END;
				break;
		}
	}

	return m_flag & ACT_FLAG_ACTIVE;
}
示例#3
0
bool BL_ShapeActionActuator::Update(double curtime, bool frame)
{
	bool bNegativeEvent = false;
	bool bPositiveEvent = false;
	bool keepgoing = true;
	bool wrap = false;
	bool apply=true;
	int	priority;
	float newweight;

	curtime -= KX_KetsjiEngine::GetSuspendedDelta();
	
	// result = true if animation has to be continued, false if animation stops
	// maybe there are events for us in the queue !
	if (frame)
	{
		bNegativeEvent = m_negevent;
		bPositiveEvent = m_posevent;
		RemoveAllEvents();
		
		if (bPositiveEvent)
			m_flag |= ACT_FLAG_ACTIVE;
		
		if (bNegativeEvent)
		{
			if (!(m_flag & ACT_FLAG_ACTIVE))
				return false;
			m_flag &= ~ACT_FLAG_ACTIVE;
		}
	}
	
	/*	This action can only be attached to a deform object */
	BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
	float length = m_endframe - m_startframe;
	
	priority = m_priority;
	
	/* Determine pre-incrementation behaviour and set appropriate flags */
	switch (m_playtype){
	case ACT_ACTION_MOTION:
		if (bNegativeEvent){
			keepgoing=false;
			apply=false;
		};
		break;
	case ACT_ACTION_FROM_PROP:
		if (bNegativeEvent){
			apply=false;
			keepgoing=false;
		}
		break;
	case ACT_ACTION_LOOP_END:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_KEYUP;
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag |= ACT_FLAG_LOCKINPUT;
				m_localtime = m_startframe;
				m_starttime = curtime;
			}
		}
		if (bNegativeEvent){
			m_flag |= ACT_FLAG_KEYUP;
		}
		break;
	case ACT_ACTION_LOOP_STOP:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag &= ~ACT_FLAG_KEYUP;
				m_flag |= ACT_FLAG_LOCKINPUT;
				SetStartTime(curtime);
			}
		}
		if (bNegativeEvent){
			m_flag |= ACT_FLAG_KEYUP;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
			keepgoing=false;
			apply=false;
		}
		break;
	case ACT_ACTION_PINGPONG:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_KEYUP;
				m_localtime = m_starttime;
				m_starttime = curtime;
				m_flag |= ACT_FLAG_LOCKINPUT;
			}
		}
		break;
	case ACT_ACTION_FLIPPER:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag |= ACT_FLAG_LOCKINPUT;
				SetStartTime(curtime);
			}
		}
		else if (bNegativeEvent){
			m_flag |= ACT_FLAG_REVERSE;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
			SetStartTime(curtime);
		}
		break;
	case ACT_ACTION_PLAY:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_localtime = m_starttime;
				m_starttime = curtime;
				m_flag |= ACT_FLAG_LOCKINPUT;
			}
		}
		break;
	default:
		break;
	}
	
	/* Perform increment */
	if (keepgoing){
		if (m_playtype == ACT_ACTION_MOTION){
			MT_Point3	newpos;
			MT_Point3	deltapos;
			
			newpos = obj->NodeGetWorldPosition();
			
			/* Find displacement */
			deltapos = newpos-m_lastpos;
			m_localtime += (length/m_stridelength) * deltapos.length();
			m_lastpos = newpos;
		}
		else{
			SetLocalTime(curtime);
		}
	}
	
	/* Check if a wrapping response is needed */
	if (length){
		if (m_localtime < m_startframe || m_localtime > m_endframe)
		{
			m_localtime = m_startframe + fmod(m_localtime, length);
			wrap = true;
		}
	}
	else
		m_localtime = m_startframe;
	
	/* Perform post-increment tasks */
	switch (m_playtype){
	case ACT_ACTION_FROM_PROP:
		{
			CValue* propval = GetParent()->GetProperty(m_propname);
			if (propval)
				m_localtime = propval->GetNumber();
			
			if (bNegativeEvent){
				keepgoing=false;
			}
		}
		break;
	case ACT_ACTION_MOTION:
		break;
	case ACT_ACTION_LOOP_STOP:
		break;
	case ACT_ACTION_PINGPONG:
		if (wrap){
			if (!(m_flag & ACT_FLAG_REVERSE))
				m_localtime = m_endframe;
			else 
				m_localtime = m_startframe;

			m_flag &= ~ACT_FLAG_LOCKINPUT;
			m_flag ^= ACT_FLAG_REVERSE; //flip direction
			keepgoing = false;
		}
		break;
	case ACT_ACTION_FLIPPER:
		if (wrap){
			if (!(m_flag & ACT_FLAG_REVERSE)){
				m_localtime=m_endframe;
				//keepgoing = false;
			}
			else {
				m_localtime=m_startframe;
				keepgoing = false;
			}
		}
		break;
	case ACT_ACTION_LOOP_END:
		if (wrap){
			if (m_flag & ACT_FLAG_KEYUP){
				keepgoing = false;
				m_localtime = m_endframe;
				m_flag &= ~ACT_FLAG_LOCKINPUT;
			}
			SetStartTime(curtime);
		}
		break;
	case ACT_ACTION_PLAY:
		if (wrap){
			m_localtime = m_endframe;
			keepgoing = false;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
		}
		break;
	default:
		keepgoing = false;
		break;
	}
	
	/* Set the property if its defined */
	if (m_framepropname[0] != '\0') {
		CValue* propowner = GetParent();
		CValue* oldprop = propowner->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(m_localtime);
		if (oldprop) {
			oldprop->SetValue(newval);
		} else {
			propowner->SetProperty(m_framepropname, newval);
		}
		newval->Release();
	}
	
	if (bNegativeEvent)
		m_blendframe=0.0f;
	
	/* Apply the pose if necessary*/
	if (apply) {

		/* Priority test */
		if (obj->SetActiveAction(this, priority, curtime)){
			BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
			Key *key = NULL;

			if (shape_deformer)
				key = shape_deformer->GetKey();

			if (!key) {
				// this could happen if the mesh was changed in the middle of an action
				// and the new mesh has no key, stop the action
				keepgoing = false;
			}
			else {
				ListBase tchanbase= {NULL, NULL};
			
				if (m_blendin && m_blendframe==0.0f){
					// this is the start of the blending, remember the startup shape
					obj->GetShape(m_blendshape);
					m_blendstart = curtime;
				}

				KeyBlock *kb;
				// We go through and clear out the keyblocks so there isn't any interference
				// from other shape actions
				for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
					kb->curval = 0.f;

				animsys_evaluate_action(m_idptr, m_action, NULL, m_localtime);

				// XXX - in 2.5 theres no way to do this. possibly not that important to support - Campbell
				if (0) { // XXX !execute_ipochannels(&tchanbase)) {
					// no update, this is possible if action does not match the keys, stop the action
					keepgoing = false;
				} 
				else {
					// the key have changed, apply blending if needed
					if (m_blendin && (m_blendframe<m_blendin)){
						newweight = (m_blendframe/(float)m_blendin);

						BlendShape(key, 1.0f - newweight);

						/* Increment current blending percentage */
						m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
						if (m_blendframe>m_blendin)
							m_blendframe = m_blendin;
					}
					m_lastUpdate = m_localtime;
				}
				BLI_freelistN(&tchanbase);
			}
		}
		else{
			m_blendframe = 0.0f;
		}
	}
	
	if (!keepgoing){
		m_blendframe = 0.0f;
	}
	return keepgoing;
};
示例#4
0
void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
{
	CValue* tprop = fontobj->GetProperty("Text");
	if(!tprop) return;
	bProperty* prop = get_ob_property(object, "Text");
	if(!prop) return;

	Curve *curve = static_cast<Curve *>(object->data);
	STR_String str = curve->str;
	CValue* propval = NULL;

	switch(prop->type) {
		case GPROP_BOOL:
		{
			int value = atoi(str);
			propval = new CBoolValue((bool)(value != 0));
			tprop->SetValue(propval);
			break;
		}
		case GPROP_INT:
		{
			int value = atoi(str);
			propval = new CIntValue(value);
			tprop->SetValue(propval);
			break;
		}
		case GPROP_FLOAT:
		{
			float floatprop = atof(str);
			propval = new CFloatValue(floatprop);
			tprop->SetValue(propval);
			break;
		}
		case GPROP_STRING:
		{
			propval = new CStringValue(str, "");
			tprop->SetValue(propval);
			break;
		}
		case GPROP_TIME:
		{
			float floatprop = atof(str);

			CValue* timeval = new CFloatValue(floatprop);
			// set a subproperty called 'timer' so that
			// we can register the replica of this property
			// at the time a game object is replicated (AddObjectActuator triggers this)
			CValue *bval = new CBoolValue(true);
			timeval->SetProperty("timer",bval);
			bval->Release();
			if (isInActiveLayer)
			{
				timemgr->AddTimeProperty(timeval);
			}

			propval = timeval;
			tprop->SetValue(timeval);
		}
		default:
		{
			// todo make an assert etc.
		}
	}

	if (propval) {
		propval->Release();
	}
}
bool KX_IpoActuator::Update(double curtime, bool frame)
{
	// result = true if animation has to be continued, false if animation stops
	// maybe there are events for us in the queue !
	bool bNegativeEvent = false;
	bool numevents = false;
	bool bIpoStart = false;

	curtime -= KX_KetsjiEngine::GetSuspendedDelta();

	if (frame)
	{
		numevents = m_posevent || m_negevent;
		bNegativeEvent = IsNegativeEvent();
		RemoveAllEvents();
	}
	
	float  start_smaller_then_end = ( m_startframe < m_endframe ? 1.0f : -1.0f);

	bool result=true;
	if (!bNegativeEvent)
	{
		if (m_starttime < -2.0f*fabs(m_endframe - m_startframe))
		{
			// start for all Ipo, initial start for LOOP_STOP
			m_starttime = curtime;
			m_bIpoPlaying = true;
			bIpoStart = true;
		}
	}

	switch ((IpoActType)m_type)
	{
		
	case KX_ACT_IPO_PLAY:
	{
		// Check if playing forwards.  result = ! finished
		
		if (start_smaller_then_end > 0.f)
			result = (m_localtime < m_endframe && m_bIpoPlaying);
		else
			result = (m_localtime > m_endframe && m_bIpoPlaying);
		
		if (result)
		{
			SetLocalTime(curtime);
		
			/* Perform clamping */
			ClampLocalTime();
	
			if (bIpoStart)
				((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local);
			((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse);
		} else
		{
			m_localtime=m_startframe;
			m_direction=1;
		}
		break;
	}
	case KX_ACT_IPO_PINGPONG:
	{
		result = true;
		if (bNegativeEvent && !m_bIpoPlaying)
			result = false;
		else
			SetLocalTime(curtime);
			
		if (ClampLocalTime())
		{
			result = false;
			m_direction = -m_direction;
		}
		
		if (bIpoStart && m_direction > 0)
			((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local);
		((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse);
		break;
	}
	case KX_ACT_IPO_FLIPPER:
	{
		if (bNegativeEvent && !m_bIpoPlaying)
			result = false;
		if (numevents)
		{
			float oldDirection = m_direction;
			if (bNegativeEvent)
				m_direction = -1;
			else
				m_direction = 1;
			if (m_direction != oldDirection)
				// changing direction, reset start time
				SetStartTime(curtime);
		}
		
		SetLocalTime(curtime);
		
		if (ClampLocalTime() && m_localtime == m_startframe)
			result = false;

		if (bIpoStart)
			((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local);
		((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse);
		break;
	}

	case KX_ACT_IPO_LOOPSTOP:
	{
		if (numevents)
		{
			if (bNegativeEvent)
			{
				result = false;
				m_bNegativeEvent = false;
				numevents = false;
			}
			if (!m_bIpoPlaying)
			{
				// Ipo was stopped, make sure we will restart from where it stopped
				SetStartTime(curtime);
				if (!bNegativeEvent)
					// positive signal will restart the Ipo
					m_bIpoPlaying = true;
			}

		} // fall through to loopend, and quit the ipo animation immediatly 
	}
	case KX_ACT_IPO_LOOPEND:
	{
		if (numevents) {
			if (bNegativeEvent && m_bIpoPlaying) {
				m_bNegativeEvent = true;
			}
		}
		
		if (bNegativeEvent && !m_bIpoPlaying) {
			result = false;
		} 
		else
		{
			if (m_localtime*start_smaller_then_end < m_endframe*start_smaller_then_end)
			{
				SetLocalTime(curtime);
			}
			else {
				if (!m_bNegativeEvent) {
					/* Perform wraparound */
					SetLocalTime(curtime);
					if (start_smaller_then_end > 0.f)
						m_localtime = m_startframe + fmod(m_localtime - m_startframe, m_endframe - m_startframe);
					else
						m_localtime = m_startframe - fmod(m_startframe - m_localtime, m_startframe - m_endframe);
					SetStartTime(curtime);
					bIpoStart = true;
				}
				else
				{
					/* Perform clamping */
					m_localtime=m_endframe;
					result = false;
					m_bNegativeEvent = false;
				}
			}
		}
		
		if (m_bIpoPlaying && bIpoStart)
			((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local);
		((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse);
		break;
	}
	
	case KX_ACT_IPO_KEY2KEY:
	{
		// not implemented yet
		result = false;
		break;
	}
	
	case KX_ACT_IPO_FROM_PROP:
	{
		result = !bNegativeEvent;

		CValue* propval = GetParent()->GetProperty(m_propname);
		if (propval)
		{
			m_localtime = propval->GetNumber(); 
	
			if (bIpoStart)
				((KX_GameObject*)GetParent())->InitIPO(m_ipo_as_force, m_ipo_add, m_ipo_local);
			((KX_GameObject*)GetParent())->UpdateIPO(m_localtime,m_recurse);
		} else
		{
			result = false;
		}
		break;
	}
		
	default:
		result = false;
	}

	/* Set the property if its defined */
	if (m_framepropname[0] != '\0') {
		CValue* propowner = GetParent();
		CValue* oldprop = propowner->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(m_localtime);
		if (oldprop) {
			oldprop->SetValue(newval);
		} else {
			propowner->SetProperty(m_framepropname, newval);
		}
		newval->Release();
	}

	if (!result)
	{
		if (m_type != KX_ACT_IPO_LOOPSTOP)
			this->ResetStartTime();
		m_bIpoPlaying = false;
	}

	return result;
}
示例#6
0
bool BL_ActionActuator::Update(double curtime, bool frame)
{
	bool bNegativeEvent = false;
	bool bPositiveEvent = false;
	bool keepgoing = true;
	bool wrap = false;
	bool apply=true;
	int	priority;
	float newweight;

	curtime -= KX_KetsjiEngine::GetSuspendedDelta();
	
	// result = true if animation has to be continued, false if animation stops
	// maybe there are events for us in the queue !
	if (frame)
	{
		bNegativeEvent = m_negevent;
		bPositiveEvent = m_posevent;
		RemoveAllEvents();
		
		if (bPositiveEvent)
			m_flag |= ACT_FLAG_ACTIVE;
		
		if (bNegativeEvent)
		{
			// dont continue where we left off when restarting
			if (m_end_reset) {
				m_flag &= ~ACT_FLAG_LOCKINPUT;
			}
			
			if (!(m_flag & ACT_FLAG_ACTIVE))
				return false;
			m_flag &= ~ACT_FLAG_ACTIVE;
		}
	}
	
	/*	We know that action actuators have been discarded from all non armature objects:
	if we're being called, we're attached to a BL_ArmatureObject */
	BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
	float length = m_endframe - m_startframe;
	
	priority = m_priority;
	
	/* Determine pre-incrementation behaviour and set appropriate flags */
	switch (m_playtype){
	case ACT_ACTION_MOTION:
		if (bNegativeEvent){
			keepgoing=false;
			apply=false;
		};
		break;
	case ACT_ACTION_FROM_PROP:
		if (bNegativeEvent){
			apply=false;
			keepgoing=false;
		}
		break;
	case ACT_ACTION_LOOP_END:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_KEYUP;
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag |= ACT_FLAG_LOCKINPUT;
				m_localtime = m_startframe;
				m_starttime = curtime;
			}
		}
		if (bNegativeEvent){
			m_flag |= ACT_FLAG_KEYUP;
		}
		break;
	case ACT_ACTION_LOOP_STOP:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag &= ~ACT_FLAG_KEYUP;
				m_flag |= ACT_FLAG_LOCKINPUT;
				SetStartTime(curtime);
			}
		}
		if (bNegativeEvent){
			m_flag |= ACT_FLAG_KEYUP;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
			keepgoing=false;
			apply=false;
		}
		break;
	case ACT_ACTION_FLIPPER:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_flag |= ACT_FLAG_LOCKINPUT;
				SetStartTime(curtime);
			}
		}
		else if (bNegativeEvent){
			m_flag |= ACT_FLAG_REVERSE;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
			SetStartTime(curtime);
		}
		break;
	case ACT_ACTION_PLAY:
		if (bPositiveEvent){
			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
				m_flag &= ~ACT_FLAG_REVERSE;
				m_localtime = m_starttime;
				m_starttime = curtime;
				m_flag |= ACT_FLAG_LOCKINPUT;
			}
		}
		break;
	default:
		break;
	}
	
	/* Perform increment */
	if (keepgoing){
		if (m_playtype == ACT_ACTION_MOTION){
			MT_Point3	newpos;
			MT_Point3	deltapos;
			
			newpos = obj->NodeGetWorldPosition();
			
			/* Find displacement */
			deltapos = newpos-m_lastpos;
			m_localtime += (length/m_stridelength) * deltapos.length();
			m_lastpos = newpos;
		}
		else{
			SetLocalTime(curtime);
		}
	}
	
	/* Check if a wrapping response is needed */
	if (length){
		if (m_localtime < m_startframe || m_localtime > m_endframe)
		{
			m_localtime = m_startframe + fmod(m_localtime, length);
			wrap = true;
		}
	}
	else
		m_localtime = m_startframe;
	
	/* Perform post-increment tasks */
	switch (m_playtype){
	case ACT_ACTION_FROM_PROP:
		{
			CValue* propval = GetParent()->GetProperty(m_propname);
			if (propval)
				m_localtime = propval->GetNumber();
			
			if (bNegativeEvent){
				keepgoing=false;
			}
		}
		break;
	case ACT_ACTION_MOTION:
		break;
	case ACT_ACTION_LOOP_STOP:
		break;
	case ACT_ACTION_FLIPPER:
		if (wrap){
			if (!(m_flag & ACT_FLAG_REVERSE)){
				m_localtime=m_endframe;
				//keepgoing = false;
			}
			else {
				m_localtime=m_startframe;
				keepgoing = false;
			}
		}
		break;
	case ACT_ACTION_LOOP_END:
		if (wrap){
			if (m_flag & ACT_FLAG_KEYUP){
				keepgoing = false;
				m_localtime = m_endframe;
				m_flag &= ~ACT_FLAG_LOCKINPUT;
			}
			SetStartTime(curtime);
		}
		break;
	case ACT_ACTION_PLAY:
		if (wrap){
			m_localtime = m_endframe;
			keepgoing = false;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
		}
		break;
	default:
		keepgoing = false;
		break;
	}
	
	/* Set the property if its defined */
	if (m_framepropname[0] != '\0') {
		CValue* propowner = GetParent();
		CValue* oldprop = propowner->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(m_localtime);
		if (oldprop) {
			oldprop->SetValue(newval);
		} else {
			propowner->SetProperty(m_framepropname, newval);
		}
		newval->Release();
	}
	
	if (bNegativeEvent)
		m_blendframe=0.0;
	
	/* Apply the pose if necessary*/
	if (apply){

		/* Priority test */
		if (obj->SetActiveAction(this, priority, curtime)){
			
			/* Get the underlying pose from the armature */
			obj->GetPose(&m_pose);

// 2.4x function, 
			/* Override the necessary channels with ones from the action */
			// XXX extract_pose_from_action(m_pose, m_action, m_localtime);
			
			
// 2.5x - replacement for extract_pose_from_action(...) above.
			{
				struct PointerRNA id_ptr;
				Object *arm= obj->GetArmatureObject();
				bPose *pose_back= arm->pose;
				
				arm->pose= m_pose;
				RNA_id_pointer_create((ID *)arm, &id_ptr);
				animsys_evaluate_action(&id_ptr, m_action, NULL, m_localtime);
				
				arm->pose= pose_back;
			
// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
//				Object workob; /* evaluate using workob */
//				what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
			}

			// done getting the pose from the action
			
			/* Perform the user override (if any) */
			if (m_userpose){
				extract_pose_from_pose(m_pose, m_userpose);
				game_free_pose(m_userpose); //cant use MEM_freeN(m_userpose) because the channels need freeing too.
				m_userpose = NULL;
			}
#if 1
			/* Handle blending */
			if (m_blendin && (m_blendframe<m_blendin)){
				/* If this is the start of a blending sequence... */
				if ((m_blendframe==0.0) || (!m_blendpose)){
					obj->GetMRDPose(&m_blendpose);
					m_blendstart = curtime;
				}
				
				/* Find percentages */
				newweight = (m_blendframe/(float)m_blendin);
				game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);

				/* Increment current blending percentage */
				m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
				if (m_blendframe>m_blendin)
					m_blendframe = m_blendin;
				
			}
#endif
			m_lastUpdate = m_localtime;
			obj->SetPose (m_pose);
		}
		else{
			m_blendframe = 0.0;
		}
	}
	
	if (!keepgoing){
		m_blendframe = 0.0;
	}
	return keepgoing;
};