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Add a safe pointer model to ScriptInterface, additional bug/crash fixes.

This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.

Fixed possible crashes in a few more functions due to missing NULL-checks.

There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
This commit is contained in:
fgenesis 2012-01-03 04:38:28 +01:00
parent becd31770c
commit 4320b8296b
22 changed files with 298 additions and 103 deletions

View file

@ -167,6 +167,7 @@ bool Entity::canSetBoneLock()
Entity::Entity() : StateMachine(), DFSprite()
{
addType(SCO_ENTITY);
poison = 0.0f;
calledEntityDied = false;
wasUnderWater = true;