Fix crashes if broken mesh is loaded (found in google play)
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@ -68,6 +68,11 @@ scene::IAnimatedMesh* B3DMeshLoader::createMesh(io::IReadFile* f)
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#ifndef SERVER_ONLY
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#ifndef SERVER_ONLY
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if (CVS->isGLSL())
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if (CVS->isGLSL())
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{
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{
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if (!AnimatedMesh)
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{
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m_texture_string.clear();
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return 0;
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}
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SP::SPMesh* spm = toSPM(static_cast<scene::CSkinnedMesh*>
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SP::SPMesh* spm = toSPM(static_cast<scene::CSkinnedMesh*>
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(AnimatedMesh->getMesh(m_straight_frame)));
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(AnimatedMesh->getMesh(m_straight_frame)));
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m_texture_string.clear();
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m_texture_string.clear();
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@ -683,7 +683,10 @@ bool KartModel::loadModels(const KartProperties &kart_properties)
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{
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{
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HeadlightObject& obj = m_headlight_objects[i];
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HeadlightObject& obj = m_headlight_objects[i];
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std::string full_name = kart_properties.getKartDir() + obj.getFilename();
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std::string full_name = kart_properties.getKartDir() + obj.getFilename();
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obj.setModel(irr_driver->getMesh(full_name));
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scene::IMesh* mesh = irr_driver->getMesh(full_name);
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if (!mesh)
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continue;
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obj.setModel(mesh);
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#ifndef SERVER_ONLY
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#ifndef SERVER_ONLY
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SP::uploadSPM(obj.getModel());
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SP::uploadSPM(obj.getModel());
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#endif
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#endif
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