forked from Mirrors/openclonk
Remove unconditional infinite loop in C4GameObjects
parent
b332e73ba3
commit
894fefa8c9
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@ -517,7 +517,6 @@ C4Value C4GameObjects::GRBroadcast(const char *szFunction, C4AulParSet *pPars, b
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{
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{
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// call objects first - scenario script might overwrite hostility, etc...
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// call objects first - scenario script might overwrite hostility, etc...
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C4Object *pObj;
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C4Object *pObj;
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::Objects.GRBroadcast(szFunction, pPars, fPassError, fRejectTest);
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for (C4ObjectLink *clnk=::Objects.First; clnk; clnk=clnk->Next)
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for (C4ObjectLink *clnk=::Objects.First; clnk; clnk=clnk->Next)
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if ((pObj=clnk->Obj) && (pObj->Category & (C4D_Goal | C4D_Rule | C4D_Environment)) && pObj->Status)
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if ((pObj=clnk->Obj) && (pObj->Category & (C4D_Goal | C4D_Rule | C4D_Environment)) && pObj->Status)
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{
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{
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