From 1095975a3fc71febb6c2234cd98ee5a1deb29694 Mon Sep 17 00:00:00 2001 From: Fabien_HENON Date: Thu, 5 Jul 2012 22:24:49 +0200 Subject: [PATCH] Changed: #1469 The way to get the animation step name and to pass it to the serial function --HG-- branch : gsoc2012-fabien --- .../camera_animation_manager/camera_animation_step_factory.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/ryzom/server/src/entities_game_service/camera_animation_manager/camera_animation_step_factory.cpp b/code/ryzom/server/src/entities_game_service/camera_animation_manager/camera_animation_step_factory.cpp index d2754a81e..d6682066a 100644 --- a/code/ryzom/server/src/entities_game_service/camera_animation_manager/camera_animation_step_factory.cpp +++ b/code/ryzom/server/src/entities_game_service/camera_animation_manager/camera_animation_step_factory.cpp @@ -82,7 +82,8 @@ void ICameraAnimationStep::addModifier(ICameraAnimationModifier* modifier) void ICameraAnimationStep::sendAnimationFullStep(NLMISC::CBitMemStream& bms) { // We first add the name of the step - bms.serial(const_cast(getStepName())); + std::string name = getStepName(); + bms.serial(const_cast(name)); // We ask the step to add its information to the message sendAnimationStep(bms);