Problem introduced by myself in 965d250ff983f0b184698c2ac869f2df6381bb83 - I named beam scene nodes explicitly, but the scheme I used allowed for repetition in case beam visuals were created and then destroyed again during spawn. Unfortunately, for 'hooks' we don't know the visibility flags beforehand so we must always create visuals and then delete them if not desirable.
Changes:
ActorSpawner.cpp - function CreateBeamVisuals() - generate name based on unique beam number instead of the visual count.
GfxActor.cpp - function RemoveBeam() - properly dispose all OGRE objects when deleting beam visuals.
Fixes #3162
Problem introduced by myself in 965d250ff983f0b184698c2ac869f2df6381bb83 - I named beam scene nodes explicitly, but the scheme I used allowed for repetition in case beam visuals were created and then destroyed again during spawn. Unfortunately, for 'hooks' we don't know the visibility flags beforehand so we must always create visuals and then delete them if not desirable.
Changes:
CreateBeamVisuals()
- generate name based on unique beam number instead of the visual count.RemoveBeam()
- properly dispose all OGRE objects when deleting beam visuals.