Crash on A_StartSound *death

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Expand view Topic review: Crash on A_StartSound *death

Re: Crash on A_StartSound *death

by Graf Zahl » Thu Jun 03, 2021 11:58 pm

fixed.

This got in through a recent Pull Request.

Re: Crash on A_StartSound *death

by SanyaWaffles » Thu Jun 03, 2021 8:07 pm

this explains the crash we experienced in Scoot Hard DX/Project Absentia.

Crash on A_StartSound *death

by RaveYard » Thu Jun 03, 2021 6:09 pm

Tested in latest commit.

Crashes when you spawn this:

Code: Select all

class Crasher : Actor
{
	States
	{
		Spawn:
			PUFF A 0 nodelay A_StartSound("*death");
			stop;
	}
}
I believe the issue is that this variable here: https://github.com/coelckers/gzdoom/blo ... .cpp#L1636 (const char* pclass) is uninitialized when there is actor, but the actor has no player pointer.

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