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Added check before attempting to remove actor's collision object from world
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@ -72,7 +72,10 @@ void Actor::enableCollisionBody(bool collision)
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void Actor::updateCollisionMask()
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void Actor::updateCollisionMask()
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{
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{
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mCollisionWorld->removeCollisionObject(mCollisionObject.get());
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if (mCollisionObject.get()->getWorldArrayIndex() >= 0)
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{
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mCollisionWorld->removeCollisionObject(mCollisionObject.get());
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}
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int collisionMask = CollisionType_World | CollisionType_HeightMap;
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int collisionMask = CollisionType_World | CollisionType_HeightMap;
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if (mExternalCollisionMode)
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if (mExternalCollisionMode)
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collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;
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collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;
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