Don't call nonexistent volume functions

This commit is contained in:
Lwmte 2021-08-05 14:56:09 +03:00
parent 673db7a866
commit 6d91e7ddba

View file

@ -943,12 +943,14 @@ void TestTriggers(short *data, int heavy, int HeavyFlags)
if (volume->status == TriggerStatus::TS_OUTSIDE) if (volume->status == TriggerStatus::TS_OUTSIDE)
{ {
volume->status = TriggerStatus::TS_ENTERING; volume->status = TriggerStatus::TS_ENTERING;
g_GameScript->ExecuteFunction(volume->onEnter); if (!volume->onEnter.empty())
g_GameScript->ExecuteFunction(volume->onEnter);
} }
else else
{ {
volume->status = TriggerStatus::TS_INSIDE; volume->status = TriggerStatus::TS_INSIDE;
g_GameScript->ExecuteFunction(volume->onInside); if (!volume->onInside.empty())
g_GameScript->ExecuteFunction(volume->onInside);
} }
} }
else else
@ -958,7 +960,8 @@ void TestTriggers(short *data, int heavy, int HeavyFlags)
if (volume->status == TriggerStatus::TS_INSIDE) if (volume->status == TriggerStatus::TS_INSIDE)
{ {
volume->status = TriggerStatus::TS_LEAVING; volume->status = TriggerStatus::TS_LEAVING;
g_GameScript->ExecuteFunction(volume->onLeave); if (!volume->onLeave.empty())
g_GameScript->ExecuteFunction(volume->onLeave);
} }
else else
{ {