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Entities have a pointer to their parent entity. If the parent entity is freed first, then freeing the child will cause access to the already freed parent. This is fixed by adding a child pointer and clearing the child and parent pointers when either child or parent is freed.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "entity.h"
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#include <game/collision.h>
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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CEntity::CEntity(CGameWorld *pGameWorld, int ObjType, vec2 Pos, int ProximityRadius)
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{
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m_pGameWorld = pGameWorld;
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m_ObjType = ObjType;
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m_Pos = Pos;
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m_ProximityRadius = ProximityRadius;
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m_MarkedForDestroy = false;
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m_ID = -1;
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m_pPrevTypeEntity = 0;
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m_pNextTypeEntity = 0;
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m_SnapTicks = -1;
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// DDRace
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m_pParent = nullptr;
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m_pChild = nullptr;
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m_DestroyTick = -1;
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m_LastRenderTick = -1;
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}
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CEntity::~CEntity()
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{
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if(GameWorld())
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GameWorld()->RemoveEntity(this);
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}
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bool CEntity::GameLayerClipped(vec2 CheckPos)
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{
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return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > Collision()->GetWidth() + 200 ||
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round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > Collision()->GetHeight() + 200;
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}
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