(Discovered by ijon, posting for him since his account is boom)
When you telefrag a monster while the map is loading, and a KILL script uses CheckSight, it causes the game to crash.
It doesn't matter what things you check sight between.
Likewise, when you return to a map on a spot where a monster originally was, you 'telefrag' it before its state gets reset to whatever it was when you left. This triggers KILL scripts, even though the monster doesn't truly die (or was already dead).
Using CheckSight here will also cause a crash.
Attached are two maps acting as bug demonstrations.
EDIT:
<ijon> latest version I've tested it in is gzdoom 3.3.0
<ijon> and it exists in zandronum 3 too
<ijon> asjdasfdghasdfsd
EDIT 2:
<ijon> hey i tested it on 3.4.1 too
[3.4.1] Telefrag + CheckSight on mapload causes a crash
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[3.4.1] Telefrag + CheckSight on mapload causes a crash
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Re: [3.4.1] Telefrag + CheckSight on mapload causes a crash
Should be fixed. I hope there are no side effects from moving this code around. Just for trivia's sake: Originally it was done even earlier causing much more extreme problems, so I ended up moving it to the end of the SpawnThings function. Apparently that still was too early.
It's now done after the map has been fully loaded and when the game knows that no savegame was applied. When loading a savegame this won't run anymore at all.
It's now done after the map has been fully loaded and when the game knows that no savegame was applied. When loading a savegame this won't run anymore at all.
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