BGE: Fixing a crash reported by Ace Dragon on BA. It looks like Object->totcol can give a number higher than the number of materials, so I've added some NULL checks.

This commit is contained in:
Mitchell Stokes 2013-02-25 05:55:37 +00:00
parent 732f6f7bd0
commit 2f2c0a6b02

@ -176,18 +176,21 @@ bool BL_Action::Play(const char* name,
// Now try materials
if (m_obj->GetBlenderObject()->totcol==1) {
Material *mat = give_current_material(m_obj->GetBlenderObject(), 1);
if (mat) {
sg_contr = BL_CreateMaterialIpo(m_action, mat, 0, m_obj, kxscene->GetSceneConverter());
if (sg_contr) {
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
}
} else {
Material *mat;
STR_HashedString matname;
for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) {
mat = give_current_material(m_obj->GetBlenderObject(), matidx);
if (mat) {
matname = mat->id.name;
sg_contr = BL_CreateMaterialIpo(m_action, mat, matname.hash(), m_obj, kxscene->GetSceneConverter());
if (sg_contr) {
@ -197,6 +200,7 @@ bool BL_Action::Play(const char* name,
}
}
}
}
// Extra controllers
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)