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authorLars Müller <34514239+appgurueu@users.noreply.github.com>2022-08-13 16:35:41 +0200
committersfan5 <sfan5@live.de>2022-09-14 13:39:30 +0200
commit3f3049fdba4a0a38f5c518e0a760b7e632400657 (patch)
treea571bde4b5dc10036f03bbe05b221aa062d37d6e /src/script/common
parent41fb7a8a7ebe9db678bb50b125972bb52b04e374 (diff)
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Check hp_max > 0 for entities (#12667)
Diffstat (limited to 'src/script/common')
-rw-r--r--src/script/common/c_content.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp
index 166980025..fafb2edc9 100644
--- a/src/script/common/c_content.cpp
+++ b/src/script/common/c_content.cpp
@@ -196,6 +196,9 @@ void read_object_properties(lua_State *L, int index,
int hp_max = 0;
if (getintfield(L, -1, "hp_max", hp_max)) {
prop->hp_max = (u16)rangelim(hp_max, 0, U16_MAX);
+ // hp_max = 0 is sometimes used as a hack to keep players dead, only validate for entities
+ if (prop->hp_max == 0 && sao->getType() != ACTIVEOBJECT_TYPE_PLAYER)
+ throw LuaError("The hp_max property may not be 0 for entities!");
if (prop->hp_max < sao->getHP()) {
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP_MAX);