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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-14 18:40:54 -0400 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-17 15:39:39 -0400 |
commit | 5e48cf6333aca7af6854d79194f138d57ce0b5e1 (patch) | |
tree | b1703c6268b762a04a101f35188163fe2d9feb45 /src/components/animatable.cpp | |
parent | 046ee24a341468e9b3ea2983a731dbce18b52ac6 (diff) | |
download | therapy-5e48cf6333aca7af6854d79194f138d57ce0b5e1.tar.gz therapy-5e48cf6333aca7af6854d79194f138d57ce0b5e1.tar.bz2 therapy-5e48cf6333aca7af6854d79194f138d57ce0b5e1.zip |
Specialized treatment of behavior scripts
The AutomatableComponent now links to the Runnable entity representing the behavior script. Also reordered the SystemManager and EntityManager members of the Game class such that the EntityManager is destroyed before the SystemManager is. This fixes a bug where the destruction of a component has some affect on the state of a system. Specifically, if the ScriptingSystem (and thus the Lua state) is destroyed before the EntityManager is and there are any Runnable entities, the game will crash when trying to destroy them.
Diffstat (limited to 'src/components/animatable.cpp')
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