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