Change: [Script] Let Script_FatalError use std::string instead of const char *

This commit is contained in:
Rubidium
2021-04-17 09:59:18 +02:00
committed by Michael Lutz
parent 3248a6c12b
commit 4400bbfa96
3 changed files with 8 additions and 8 deletions

View File

@@ -100,7 +100,7 @@ void ScriptInstance::Initialize(const char *main_script, const char *instance_na
ScriptObject::SetAllowDoCommand(true);
} catch (Script_FatalError &e) {
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ThrowError(e.GetErrorMessage().c_str());
this->engine->ResumeError();
this->Died();
}
@@ -228,7 +228,7 @@ void ScriptInstance::GameLoop()
this->callback = e.GetSuspendCallback();
} catch (Script_FatalError &e) {
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ThrowError(e.GetErrorMessage().c_str());
this->engine->ResumeError();
this->Died();
}
@@ -249,7 +249,7 @@ void ScriptInstance::GameLoop()
this->callback = e.GetSuspendCallback();
} catch (Script_FatalError &e) {
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ThrowError(e.GetErrorMessage().c_str());
this->engine->ResumeError();
this->Died();
}
@@ -505,7 +505,7 @@ void ScriptInstance::Save()
/* If we don't mark the script as dead here cleaning up the squirrel
* stack could throw Script_FatalError again. */
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ThrowError(e.GetErrorMessage().c_str());
this->engine->ResumeError();
SaveEmpty();
/* We can't kill the script here, so mark it as crashed (not dead) and