BGE bug #18137 fixed: When two actors collide in this blend file the blender crashes.
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@ -100,8 +100,8 @@ m_eventmgr(eventmgr)
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m_colliders = new CListValue();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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client_info->m_gameobject = gameobj;
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client_info->m_auxilary_info = NULL;
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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m_physCtrl = dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
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@ -143,8 +143,8 @@ void KX_TouchSensor::ReParent(SCA_IObject* parent)
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// m_solidHandle = m_sumoObj->getObjectHandle();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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client_info->m_gameobject = gameobj;
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client_info->m_auxilary_info = NULL;
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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SCA_ISensor::ReParent(parent);
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@ -354,7 +354,7 @@ PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self,
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if (spc) {
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KX_ClientObjectInfo* cl_inf = static_cast<KX_ClientObjectInfo*>(spc->getNewClientInfo());
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if (m_touchedpropname == ((char*)cl_inf->m_auxilary_info)) {
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if (NULL != cl_inf->m_auxilary_info && m_touchedpropname == ((char*)cl_inf->m_auxilary_info)) {
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newList->Add(m_colliders->GetValue(i)->AddRef());
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}
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}
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