[3.7.2] PlayerThink might need a null player check?

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [3.7.2] PlayerThink might need a null player check?

Re: [3.7.2] PlayerThink might need a null player check?

by Matt » Wed Mar 13, 2019 2:30 pm

In that case I think we can close this.

Re: [3.7.2] PlayerThink might need a null player check?

by Graf Zahl » Wed Mar 13, 2019 1:05 pm

If this is what I think it is, it has been fixed already.
There were some problems in that area of core, related to player prediction.

[3.7.2] PlayerThink might need a null player check?

by Matt » Wed Mar 13, 2019 12:33 pm

HexaDoken reported this on the Hideous Destructor Discord.
https://cdn.discordapp.com/attachments/ ... nknown.png
VM execution aborted: tried to read from address zero.
Called from PlayerPawn.CheckWeaponChange at... player.txt, line 390
Called from... line 444...
...line 1449
He hasn't been able to replicate this, it just seemed to happen randomly in multiplayer.

The only thing I can see on line 390 is that it presupposes there's a player, but in neither CheckWeaponChange, TickPSprites or PlayerThink or anything I can find that calls them do I see a check for whether there's a player attached.

Top