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


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