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We need to avoid the deadlock, unfortunately... so egh
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Entities/MovableObject.cpp

Lines changed: 1 addition & 1 deletion
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@@ -555,7 +555,7 @@ void MovableObject::Destroy(bool notInherited) {
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// This means Destroy() doesn't get called, and the lua memory shit leaks because it never gets set to nil. But oh well.
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// So.. we need to do this shit... I guess. Even though it's fucking awful. And it definitely results in possible deadlocks depending on how different lua states interact.
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// TODO: try to make this at least reasonably workable
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DestroyScriptState();
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//DestroyScriptState();
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g_MovableMan.UnregisterObject(this);
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if (!notInherited) {

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