Merge pull request #12511 from abcdefg30/onAllMTMsRemoved

Fix a potential crash in Monster Tank Madness
This commit is contained in:
reaperrr
2016-12-28 22:36:15 +01:00
committed by GitHub

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@@ -65,8 +65,12 @@ SetupAlliedBase = function()
DefendOutpost = player.AddSecondaryObjective("Defend and repair our outpost.")
player.MarkCompletedObjective(FindOutpost)
Trigger.AfterDelay(DateTime.Seconds(1), function() -- don't fail the Objective instantly
Trigger.OnAllRemovedFromWorld(alliedOutpost, function() player.MarkFailedObjective(DefendOutpost) end)
-- Don't fail the Objective instantly
Trigger.AfterDelay(DateTime.Seconds(1), function()
-- The actor might have been destroyed/crushed in this one second delay
local actors = Utils.Where(alliedOutpost, function(actor) return actor.IsInWorld end)
Trigger.OnAllRemovedFromWorld(actors, function() player.MarkFailedObjective(DefendOutpost) end)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
@@ -119,7 +123,7 @@ end
LandingPossible = function()
if not beachReached and (USSRSpen.IsDead or Engineer.IsDead) and LstProduced < 1 then
player.MarkFailedObjective(CrossRiver)
player.MarkFailedObjective(CrossRiver)
end
end