Fix another crash with Navigation mesh.

Navigation mesh object need to access the current scene at
creation time. This can be at scene start or when an object
is instantiated from an inactive layer. The method of getting
the scene differs in these cases. This fix handles both.
This commit is contained in:
Benoit Bolsee 2014-10-11 12:14:02 +02:00
parent 0a738280e1
commit 04814476c0
1 changed files with 4 additions and 3 deletions

View File

@ -1587,9 +1587,10 @@ CListValue* KX_GameObject::GetChildrenRecursive()
KX_Scene* KX_GameObject::GetScene()
{
SG_Node* node = this->GetSGNode();
KX_Scene* scene = static_cast<KX_Scene*>(node->GetSGClientInfo());
return scene;
if (node == NULL)
// this happens for object in non active layers, rely on static scene then
return KX_GetActiveScene();
return static_cast<KX_Scene*>(node->GetSGClientInfo());
}
/* ---------------------------------------------------------------------