Prevent client crashing if an NDT_AIRLIKE node is dropped

The player dropping the node can either be themselves or another player (i.e. without this fix you can crash other people's clients)
Thanks CWz for reporting the issue
This commit is contained in:
Craig Robbins 2015-01-05 22:39:08 +10:00
parent 2d849b0a19
commit beb6b3e593

@ -411,20 +411,20 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setVisible(false); m_meshnode->setVisible(false);
m_meshnode->setMesh(dummymesh); m_meshnode->setMesh(dummymesh);
dummymesh->drop(); // m_meshnode grabbed it dummymesh->drop(); // m_meshnode grabbed it
}
if (m_lighting) {
m_meshnode->setMesh(mesh);
} else { } else {
/* if (m_lighting) {
Lighting is disabled, this means the caller can (and probably will) m_meshnode->setMesh(mesh);
call setColor later. We therefore need to clone the mesh so that } else {
setColor will only modify this scene node's mesh, not others'. /*
*/ Lighting is disabled, this means the caller can (and probably will)
scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator(); call setColor later. We therefore need to clone the mesh so that
scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh); setColor will only modify this scene node's mesh, not others'.
m_meshnode->setMesh(new_mesh); */
new_mesh->drop(); // m_meshnode grabbed it scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
m_meshnode->setMesh(new_mesh);
new_mesh->drop(); // m_meshnode grabbed it
}
} }
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting); m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);