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https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 09:44:02 +00:00
fix some rare crashes with dangling pointers
- Always handle entity death ie. do pointer cleanup - Call Lua entityDied() only when EV_ENTITYDIED is set - EV_ENTITYDIED is now meaningless for non-scripted entities
This commit is contained in:
parent
c1084a022d
commit
bf58fe91c6
6 changed files with 18 additions and 35 deletions
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@ -3063,11 +3063,6 @@ void Avatar::setBlockSinging(bool v)
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}
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}
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bool Avatar::canSetBoneLock()
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{
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return true;
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}
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void Avatar::onSetBoneLock()
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{
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Entity::onSetBoneLock();
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@ -300,8 +300,6 @@ public:
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Web *web;
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float rollDelay;
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bool canSetBoneLock() OVERRIDE;
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void revert();
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void doBindSong();
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void doShieldSong();
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@ -61,17 +61,18 @@ void Entity::setIngredientData(const std::string &name)
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void Entity::entityDied(Entity *e)
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{
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for (size_t i = 0; i < targets.size(); i++)
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if(targets[i] == e)
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targets[i] = NULL;
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if (boneLock.on && boneLock.entity == e)
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{
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targets[i] = 0;
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setBoneLock(BoneLock(), true);
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}
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if (boneLock.on)
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{
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if (boneLock.entity == e)
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{
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setBoneLock(BoneLock());
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}
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}
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if(riding == e)
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riding = NULL;
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if(ridingOnEntity == e)
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ridingOnEntity = NULL;
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}
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void Entity::setBounceType(BounceType bt)
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@ -98,14 +99,13 @@ void Entity::generateCollisionMask(int ovrCollideRadius)
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}
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}
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bool Entity::setBoneLock(const BoneLock &bl)
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bool Entity::setBoneLock(const BoneLock &bl, bool force)
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{
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if(!force)
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{
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if (!canSetBoneLock()) return false;
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if (bl.on && boneLockDelay > 0) return false;
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if (boneLock.on && bl.on) return false;
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}
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if (boneLock.on && !bl.on)
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{
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@ -138,11 +138,6 @@ bool Entity::setBoneLock(const BoneLock &bl)
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return true;
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}
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bool Entity::canSetBoneLock()
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{
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return true;
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}
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Entity::Entity()
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{
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addType(SCO_ENTITY);
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@ -91,7 +91,7 @@ public:
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float health;
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float maxHealth;
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bool setBoneLock(const BoneLock &boneLock);
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bool setBoneLock(const BoneLock &boneLock, bool force = false);
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void heal(float a, int type=0);
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@ -330,8 +330,6 @@ public:
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void setPoison(float m, float t);
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inline float getPoison() const { return poison; }
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virtual bool canSetBoneLock();
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void initHair(int numSegments, float segmentLength, float width, const std::string &tex);
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void updateHair(float dt);
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void setHairHeadPosition(const Vector &pos);
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@ -2333,11 +2333,8 @@ void Game::entityDied(Entity *eDead)
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FOR_ENTITIES(i)
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{
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e = *i;
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if (e != eDead && e->isv(EV_ENTITYDIED,1))
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{
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e->entityDied(eDead);
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}
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}
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dsq->continuity.entityDied(eDead);
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}
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@ -688,7 +688,7 @@ void ScriptedEntity::entityDied(Entity *e)
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{
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CollideEntity::entityDied(e);
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if (script)
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if (script && e != this && e->isv(EV_ENTITYDIED,1))
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{
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script->call("entityDied", this, e);
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}
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