Added check before attempting to remove actor's collision object from world

coverity_scan^2
Aussiemon 8 years ago
parent 2eb6ef50ca
commit e30dfb13d3

@ -71,8 +71,11 @@ void Actor::enableCollisionBody(bool collision)
} }
void Actor::updateCollisionMask() void Actor::updateCollisionMask()
{
if (mCollisionObject.get()->getWorldArrayIndex() >= 0)
{ {
mCollisionWorld->removeCollisionObject(mCollisionObject.get()); mCollisionWorld->removeCollisionObject(mCollisionObject.get());
}
int collisionMask = CollisionType_World | CollisionType_HeightMap; int collisionMask = CollisionType_World | CollisionType_HeightMap;
if (mExternalCollisionMode) if (mExternalCollisionMode)
collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door; collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;

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