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script: Fix add_entity returning unusable ref if object deleted in on…
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…_activate
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sfan5 authored and nerzhul committed Apr 27, 2020
1 parent e564bf8 commit f6f6dd1
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions src/script/lua_api/l_env.cpp
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -589,19 +589,19 @@ int ModApiEnvMod::l_add_entity(lua_State *L)
{ {
GET_ENV_PTR; GET_ENV_PTR;


// pos
v3f pos = checkFloatPos(L, 1); v3f pos = checkFloatPos(L, 1);
// content
const char *name = luaL_checkstring(L, 2); const char *name = luaL_checkstring(L, 2);
// staticdata
const char *staticdata = luaL_optstring(L, 3, ""); const char *staticdata = luaL_optstring(L, 3, "");
// Do it
ServerActiveObject *obj = new LuaEntitySAO(env, pos, name, staticdata); ServerActiveObject *obj = new LuaEntitySAO(env, pos, name, staticdata);
int objectid = env->addActiveObject(obj); int objectid = env->addActiveObject(obj);
// If failed to add, return nothing (reads as nil) // If failed to add, return nothing (reads as nil)
if(objectid == 0) if(objectid == 0)
return 0; return 0;
// Return ObjectRef
// If already deleted (can happen in on_activate), return nil
if (obj->isGone())
return 0;
getScriptApiBase(L)->objectrefGetOrCreate(L, obj); getScriptApiBase(L)->objectrefGetOrCreate(L, obj);
return 1; return 1;
} }
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