Fixed: Crash when calling runAH in Lua scripts too soon
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72ac7d0439
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1 changed files with 9 additions and 1 deletions
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@ -2481,17 +2481,25 @@ class CAHAddShape : public IActionHandler
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virtual void execute (CCtrlBase * /* pCaller */, const string &Params)
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virtual void execute (CCtrlBase * /* pCaller */, const string &Params)
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{
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{
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string sShape = getParam(Params, "shape");
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string sShape = getParam(Params, "shape");
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if (sShape.empty())
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if (sShape.empty())
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{
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{
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nlwarning("Command 'add_shape': need at least the parameter shape.");
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nlwarning("Command 'add_shape': need at least the parameter shape.");
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return;
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return;
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}
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}
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if (!Scene)
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if (!Scene)
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{
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{
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nlwarning("No scene available");
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nlwarning("No scene available");
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return;
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return;
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}
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}
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if (!UserEntity)
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{
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nlwarning("UserEntity not yet defined, possibly called runAH from Lua");
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return;
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}
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double x = UserEntity->pos().x;
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double x = UserEntity->pos().x;
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double y = UserEntity->pos().y;
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double y = UserEntity->pos().y;
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double z = UserEntity->pos().z;
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double z = UserEntity->pos().z;
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