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authorMitchell Stokes <mogurijin@gmail.com>2012-11-05 19:13:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-11-05 19:13:54 +0400
commitb2f837896d56df26c3d2b8bfd5596010c0f26ccf (patch)
tree9d7fb6af7b05c219f0dcb74468498be6457ccf4a /source/gameengine/Ketsji/KX_ObjectActuator.cpp
parentea61c7426287c28ae6b0cbb04419d6e2f7aaa663 (diff)
Fix for [#33090] "Segfault/Crash with Empty and Motion Actuator, Keyboard Sensor" reported by Martin Felke (scorpion81).
Apparently, not all objects have physics controllers, so now we do a NULL check in KX_ObjectActuator.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ObjectActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index 2999550fb8f..e5f7ea22b36 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -117,7 +117,7 @@ bool KX_ObjectActuator::Update()
}
// Explicitly stop the movement if we're using a character (apply movement is a little different for characters)
- if (parent->GetPhysicsController()->IsCharacter()) {
+ if (parent->GetPhysicsController() && parent->GetPhysicsController()->IsCharacter()) {
MT_Vector3 vec(0.0, 0.0, 0.0);
parent->ApplyMovement(vec, true);
}