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Fixed issue where movepath is updated too early, causing crashes
1 parent 2d7ddfd commit 0c5aaf5

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2 files changed

+1
-6
lines changed

2 files changed

+1
-6
lines changed

Entities/Actor.cpp

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -287,10 +287,7 @@ int Actor::Create(const Actor &reference)
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m_pMOMoveTarget = reference.m_pMOMoveTarget;
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m_PrevPathTarget = reference.m_PrevPathTarget;
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m_MoveVector = reference.m_MoveVector;
290-
if (!m_Waypoints.empty()) {
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UpdateMovePath();
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}
293-
// m_MovePath.clear(); will recalc on its own
290+
m_MovePath.clear();
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m_UpdateMovePath = reference.m_UpdateMovePath;
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m_MoveProximityLimit = reference.m_MoveProximityLimit;
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m_AIBaseDigStrength = reference.m_AIBaseDigStrength;

Managers/SceneMan.cpp

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -139,8 +139,6 @@ int SceneMan::LoadScene(Scene *pNewScene, bool placeObjects, bool placeUnits) {
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g_PostProcessMan.ClearScenePostEffects();
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if (m_pCurrentScene) {
142-
// Ensure all async pathing requests are complete
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m_pCurrentScene->BlockUntilAllPathingRequestsComplete();
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delete m_pCurrentScene;
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m_pCurrentScene = nullptr;
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}

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