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Ignore:
Timestamp:
Jun 28, 2006, 7:01:42 PM (19 years ago)
Author:
snellen
Message:

fixed bug that led to a segmentation fault while adding the scripttrigger to a nonexistent script

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/single_player_map/src/world_entities/script_trigger.cc

    r8869 r8886  
    4646  scriptCalled = false;
    4747  scriptIsOk = false;
    48   triggerLasts = false;
     48  triggerLasts = true;
    4949  addToScript = false;
    5050 
     
    5454  loadParams(root);
    5555 
    56   if(addToScript)
     56  if(addToScript && scriptIsOk)
    5757  {
    5858    script->addObject( "ScriptTrigger", this->getName());
     
    104104    LoadParam(root, "invert", this, ScriptTrigger, setInvert)
    105105        .describe("")
    106         .defaultValues("");
     106        .defaultValues("false");
    107107    LoadParam(root, "triggerlasts", this, ScriptTrigger, setTriggerLasts)
    108108        .describe("")
    109         .defaultValues("");
     109        .defaultValues("true");
    110110    LoadParam(root, "debugdraw", this, ScriptTrigger, setDebugDraw)
    111111        .describe("")
    112         .defaultValues("");
     112        .defaultValues("false");
    113113    LoadParam(root, "addtoscript", this, ScriptTrigger, setAddToScript)
    114114        .describe("True if this scripttrigger should be aviable in the script")
    115         .defaultValues("");
     115        .defaultValues("false");
    116116}
    117117
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