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Allow PXPhysicals to change scene nodes

If this isn't done, the client will crash on exit when markers have been
loaded at some point in the game
Adam Johnson 9 years ago
parent
commit
1b6f315186
  1. 13
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.cpp

13
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysical.cpp

@ -821,7 +821,18 @@ plKey plPXPhysical::GetSceneNode() const
void plPXPhysical::SetSceneNode(plKey newNode)
{
// Not Supported
plKey oldNode = GetSceneNode();
if (oldNode == newNode)
return;
// If we don't do this, we get leaked keys and a crash on exit with certain clones
// Note this has nothing do to with the world that the physical is in
if (newNode) {
plNodeRefMsg* refMsg = new plNodeRefMsg(newNode, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kPhysical);
hsgResMgr::ResMgr()->SendRef(GetKey(), refMsg, plRefFlags::kActiveRef);
}
if (oldNode)
oldNode->Release(GetKey());
}
/////////////////////////////////////////////////////////////////////

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