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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-06-21 23:19:02 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-06-21 23:19:02 +0200
commitfe02bf374a2f4be62d8a87fd7916bc01afd9a170 (patch)
treea355063a14938f358e8dab43350a35828f351602 /source/ChunkMap.cpp
parentSimulators are woken up after an explosion. (diff)
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Diffstat (limited to 'source/ChunkMap.cpp')
-rw-r--r--source/ChunkMap.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/ChunkMap.cpp b/source/ChunkMap.cpp
index 30e8ac06f..be823b74a 100644
--- a/source/ChunkMap.cpp
+++ b/source/ChunkMap.cpp
@@ -1537,6 +1537,12 @@ bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback
void cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ, cVector3iArray & a_BlocksAffected)
{
+ // Don't explode if outside of Y range (prevents the following test running into unallocated memory):
+ if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
+ {
+ return;
+ }
+
// Don't explode if the explosion center is inside a liquid block:
switch (m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))
{
@@ -1615,7 +1621,7 @@ void cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY
} // for z
} // for y
} // for x
- area.Write(m_World, a_BlockX - ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockZ - ExplosionSizeInt);
+ area.Write(m_World, a_BlockX - ExplosionSizeInt, MinY, a_BlockZ - ExplosionSizeInt);
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
WakeUpSimulatorsInArea(