fix crash on disappeared target

deque
mrcheko 11 years ago
parent e1249f6a31
commit fa14df62b7

@ -141,17 +141,33 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
{
if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
ESM::Position &targetPos = static_cast<const AiCombat *>(*it)->getTarget().getRefData().getPosition();
MWWorld::Ptr target = static_cast<const AiCombat *>(*it)->getTarget();
float distTo = (Ogre::Vector3(targetPos.pos) - vActorPos).length();
if (distTo < nearestDist)
// target disappeared (e.g. summoned creatures)
if (target.isEmpty())
{
nearestDist = distTo;
itActualCombat = it;
mPackages.erase(it++);
}
else
{
ESM::Position &targetPos = target.getRefData().getPosition();
float distTo = (Ogre::Vector3(targetPos.pos) - vActorPos).length();
if (distTo < nearestDist)
{
nearestDist = distTo;
itActualCombat = it;
}
}
}
if (mPackages.begin() != itActualCombat)
// all targets disappeared
if (nearestDist == std::numeric_limits<float>::max())
{
mDone = true;
return;
}
else if (mPackages.begin() != itActualCombat)
{
// move combat package with nearest target to the front
mPackages.splice(mPackages.begin(), mPackages, itActualCombat);

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