Fix `Node::add_sibling` parent check

Replace `data.blocked > 0` by `data.parent->data.blocked > 0` in order
to check if the parent is busy.

(cherry picked from commit b02dff6e1c)
This commit is contained in:
Markus Sauermann 2023-06-29 20:21:37 +02:00 committed by Yuri Sizov
parent add7c218d1
commit 42b8ae50d2
1 changed files with 2 additions and 2 deletions

View File

@ -1403,9 +1403,9 @@ void Node::add_child(Node *p_child, bool p_force_readable_name, InternalMode p_i
void Node::add_sibling(Node *p_sibling, bool p_force_readable_name) {
ERR_FAIL_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Adding a sibling to a node inside the SceneTree is only allowed from the main thread. Use call_deferred(\"add_sibling\",node).");
ERR_FAIL_NULL(p_sibling);
ERR_FAIL_NULL(data.parent);
ERR_FAIL_COND_MSG(p_sibling == this, vformat("Can't add sibling '%s' to itself.", p_sibling->get_name())); // adding to itself!
ERR_FAIL_COND_MSG(data.blocked > 0, "Parent node is busy setting up children, `add_sibling()` failed. Consider using `add_sibling.call_deferred(sibling)` instead.");
ERR_FAIL_NULL(data.parent);
ERR_FAIL_COND_MSG(data.parent->data.blocked > 0, "Parent node is busy setting up children, `add_sibling()` failed. Consider using `add_sibling.call_deferred(sibling)` instead.");
data.parent->add_child(p_sibling, p_force_readable_name, data.internal_mode);
data.parent->_update_children_cache();