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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-12 16:10:27 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-12 16:10:27 +0400
commit572f1d88d2116bb87abd8173ab4971ab6dfdcc24 (patch)
treec46fd41cd307975e7908d65642479c09dd6229c6 /source/gameengine/Converter/KX_ConvertActuators.cpp
parent6c444c205a7232b2a9835a4008c86b82bdccfd27 (diff)
BGE bug fix (good for 2.47): automatic detection that target object of AddObject actuator is being deleted to avoid crash (bad game design anyway)
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 9aed5b1d510..1cc1b2e27a3 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -539,7 +539,7 @@ void BL_ConvertActuators(char* maggiename,
// does the 'original' for replication exists, and
// is it in a non-active layer ?
- CValue* originalval = NULL;
+ SCA_IObject* originalval = NULL;
if (editobact->ob && !(editobact->ob->lay & activeLayerBitInfo))
originalval = converter->FindGameObject(editobact->ob);