Fix undefined luaentity crash.
* Add nil check to get_luaentity() access. * Cache get_luaentity() call in local var.
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@ -222,8 +222,8 @@ local collision = function(self)
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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if object:is_player()
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local ent = object:get_luaentity()
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or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then
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if object:is_player() or (ent and ent._cmi_is_mob and object ~= self.object) then
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local pos2 = object:get_pos()
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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@ -35,8 +35,8 @@ local function player_collision(player)
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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if object and (object:is_player()
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local ent = object:get_luaentity()
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or (object:get_luaentity()._cmi_is_mob == true and object ~= player)) then
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if (object:is_player() or (ent and ent._cmi_is_mob and object ~= player)) then
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local pos2 = object:get_pos()
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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