Hi, >> > To reproduce this bug: >> > - Start the included level >> > - Pickup the bag >> > - Pickup the dynamite into the bag >> > - Place the bag at the blinking spot >> > - After the bag has disappeared, press one of the two triggers. >> > -> This causes Segmentation Fault >> > >> > Problem seems to be that enigma.GetNamedObject(name) should return nil >> > for items which aren't in the game anymore but doesn't in this case. >> This is probably the good known bug "[ Bug #8249 ] Enigma Lua functions >> can segfault" >> https://developer.berlios.de/bugs/?func=detailbug&bug_id=8249&group_id=3972 >> > I checked that, but it was only talking about lua functions which > takes a reference. > GetNamedObject() doesn't take a reference so I think this might be > different case. Ok. I thought, it could be that bug as there are many bugreports for this. > Also, if you place only the dynamite on the blinking spot, then this > won't segfault because GetNamedObject() will return nil as expected. > > segfault only occurs when dynamite disappears when inside the bag. Ah, ok. Then it seems, that objects inside the bag aren't deleted the right way ...
-- Raoul _______________________________________________ Enigma-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/enigma-devel
