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Make sure none of the irrlicht member objects of GenericCAO are deleted prior deletion of GenericCAO
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3c5df42a17
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@ -751,6 +751,7 @@ void GenericCAO::removeFromScene(bool permanent)
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if(m_meshnode)
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{
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m_meshnode->remove();
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m_meshnode->drop();
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m_meshnode = NULL;
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}
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if(m_animated_meshnode)
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@ -762,8 +763,15 @@ void GenericCAO::removeFromScene(bool permanent)
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if(m_spritenode)
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{
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m_spritenode->remove();
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m_spritenode->drop();
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m_spritenode = NULL;
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}
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if (m_textnode)
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{
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m_textnode->remove();
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m_textnode->drop();
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m_textnode = NULL;
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}
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}
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void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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@ -787,6 +795,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = smgr->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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m_spritenode->setMaterialTexture(0,
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tsrc->getTexture("unknown_node.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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@ -852,6 +861,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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buf->drop();
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}
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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mesh->drop();
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// Set it to use the materials of the meshbuffers directly.
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// This is needed for changing the texture in the future
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@ -861,6 +871,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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mesh->drop();
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m_meshnode->setScale(v3f(m_prop.visual_size.X,
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@ -912,6 +923,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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mesh->drop();
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m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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@ -939,6 +951,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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std::wstring wname = narrow_to_wide(m_name);
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m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
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wname.c_str(), video::SColor(255,255,255,255), node);
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m_textnode->grab();
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m_textnode->setPosition(v3f(0, BS*1.1, 0));
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}
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