Thanks Sukender, fix merged and submitted to SVN.

On Mon, Feb 2, 2009 at 8:36 AM, Sukender <[email protected]> wrote:
> Hi Cédric, hi Robert,
>
> Forgot to mention that's the same for removeEventCallback() and 
> removeCullCallback().
> BTW, add*Callback() may also need to check if the 'nc' is not NULL (since we 
> don't expect "add" to add a NULL callback anywhere).
> So, attached is the modified file, against rev. 9615 of the trunk, with both 
> "add" and "remove" modified.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Mon, 02 Feb 2009 07:29:34 +0100, Sukender <[email protected]> a écrit:
>
>> Yes, Cédric, that sounds logical to me (This was a tiny submission of mine). 
>> However, I'd add some braces for the "if" statement ;)
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>
>>
>> Le Sun, 01 Feb 2009 22:32:29 +0100, Cedric Pinson <[email protected]> a 
>> écrit:
>>
>>> Hi Robert,
>>>
>>> I just get a crash with the trunk with the following code:
>>>
>>> node->removeUpdateCallback(MyNodeCallback)
>>>
>>> if there is no NodeCallback already set it crashes, if the
>>> MyNodeCallback is 0 it crashes too.
>>> So i suggest to add this code:
>>>
>>>         inline void removeUpdateCallback(NodeCallback* nc) {
>>>             if (_updateCallback.valid() && nc != 0)
>>>                 if (_updateCallback == nc)
>>> setUpdateCallback(nc->getNestedCallback());        // replace the
>>> callback by the nested one
>>>                 else _updateCallback->removeNestedCallback(nc);
>>>         }
>>>
>>> instead of
>>>
>>>         inline void removeUpdateCallback(NodeCallback* nc) {
>>>                 if (_updateCallback == nc)
>>> setUpdateCallback(nc->getNestedCallback());        // replace the
>>> callback by the nested one
>>>                 else _updateCallback->removeNestedCallback(nc);
>>>         }
>>>
>>>
>>> Does it make sense for you ?
>>>
>>> Cheers,
>>> Cedric
>>
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