Fixed: Crash when calling runAH in Lua scripts too soon

This commit is contained in:
kervala 2016-10-26 14:29:49 +02:00
parent 72ac7d0439
commit d7782f758f

View file

@ -2481,17 +2481,25 @@ class CAHAddShape : public IActionHandler
virtual void execute (CCtrlBase * /* pCaller */, const string &Params) virtual void execute (CCtrlBase * /* pCaller */, const string &Params)
{ {
string sShape = getParam(Params, "shape"); string sShape = getParam(Params, "shape");
if(sShape.empty())
if (sShape.empty())
{ {
nlwarning("Command 'add_shape': need at least the parameter shape."); nlwarning("Command 'add_shape': need at least the parameter shape.");
return; return;
} }
if (!Scene) if (!Scene)
{ {
nlwarning("No scene available"); nlwarning("No scene available");
return; return;
} }
if (!UserEntity)
{
nlwarning("UserEntity not yet defined, possibly called runAH from Lua");
return;
}
double x = UserEntity->pos().x; double x = UserEntity->pos().x;
double y = UserEntity->pos().y; double y = UserEntity->pos().y;
double z = UserEntity->pos().z; double z = UserEntity->pos().z;