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Fixed bug with BoundingBox Lua constructor
Fixed use-after-free in DestroyLight
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@@ -2559,11 +2559,13 @@ void DestroyLight(Light light)
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{
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if (light != NULL)
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{
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int light_id = light->id;
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// Free dynamic memory allocation
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free(lights[light->id]);
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free(lights[light_id]);
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// Remove *obj from the pointers array
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for (int i = light->id; i < lightsCount; i++)
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for (int i = light_id; i < lightsCount; i++)
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{
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// Resort all the following pointers of the array
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if ((i + 1) < lightsCount)
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@@ -2571,7 +2573,6 @@ void DestroyLight(Light light)
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lights[i] = lights[i + 1];
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lights[i]->id = lights[i + 1]->id;
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}
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else free(lights[i]);
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}
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// Decrease enabled physic objects count
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@@ -768,7 +768,7 @@ static int lua_BoundingBox(lua_State* L)
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{
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Vector3 min = LuaGetArgument_Vector3(L, 1);
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Vector3 max = LuaGetArgument_Vector3(L, 2);
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LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y }, { max.x, max.y } });
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LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y, min.z }, { max.x, max.y, max.z } });
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return 1;
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}
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