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Merge pull request #484 from husho/fixcrash

Fixed crash on new game, fixed missions not failing on death/arrest
This commit is contained in:
Daniel Evans 2018-05-22 01:06:01 +01:00 committed by GitHub
commit 5f85de5bd3
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@ -12,14 +12,17 @@
#include "script/ScriptModule.hpp" #include "script/ScriptModule.hpp"
void ScriptMachine::executeThread(SCMThread& t, int msPassed) { void ScriptMachine::executeThread(SCMThread& t, int msPassed) {
// @todo Add support for multiple players auto& players = getState()->world->players;
PlayerController* player = getState()->world->players.at(0);
if (t.isMission if (!players.empty()) {
&& t.deathOrArrestCheck // @todo Add support for multiple players
&& (player->isWasted() || player->isBusted())) { PlayerController* player = players.at(0);
t.wastedOrBusted = true; if (t.isMission && t.deathOrArrestCheck &&
t.stackDepth = 0; (player->isWasted() || player->isBusted())) {
t.programCounter = t.calls[t.stackDepth]; t.wastedOrBusted = true;
t.stackDepth = 0;
t.programCounter = t.calls[t.stackDepth];
}
} }
if (t.wakeCounter > 0) { if (t.wakeCounter > 0) {
@ -180,7 +183,11 @@ void ScriptMachine::executeThread(SCMThread& t, int msPassed) {
ScriptMachine::ScriptMachine(GameState* _state, SCMFile* file, ScriptMachine::ScriptMachine(GameState* _state, SCMFile* file,
ScriptModule* ops) ScriptModule* ops)
: file(file), module(ops), state(_state), debugFlag(false), randomNumberGen(std::random_device()()) { : file(file)
, module(ops)
, state(_state)
, debugFlag(false)
, randomNumberGen(std::random_device()()) {
// Copy globals // Copy globals
auto size = file->getGlobalsSize(); auto size = file->getGlobalsSize();
globalData.resize(size); globalData.resize(size);
@ -204,7 +211,7 @@ void ScriptMachine::startThread(SCMThread::pc_t start, bool mission) {
t.isMission = mission; t.isMission = mission;
t.finished = false; t.finished = false;
t.stackDepth = 0; t.stackDepth = 0;
t.deathOrArrestCheck = false; t.deathOrArrestCheck = true;
t.wastedOrBusted = false; t.wastedOrBusted = false;
_activeThreads.push_back(t); _activeThreads.push_back(t);
} }