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RandomSpawner Crash with No Monsters DMFlag
Posted: Mon Sep 07, 2015 12:39 pm
by Major Cooke
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Mon Sep 07, 2015 1:06 pm
by Graf Zahl
There's obviously a NULL pointer check for the class missing, caused by passing a non-existent class name.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Mon Sep 07, 2015 4:14 pm
by Major Cooke
It's strange, because the class isn't actually missing. No warnings of missing actors are thrown at all.
I copied and pasted all the names into the search through my mod files, and they match it perfectly.
Code: Select all
Actor AECyberWeaponDropper : RandomSpawner
{
DropItem "AEoDRocketLauncherItem" 255 60
DropItem "AEoDDevastatorItem" 255 50
DropItem "AEoDMorserLauncherItem" 255 40 //Yes, this is spelled correctly.
DropItem "AEoDHERocketLauncherItem" 255 30
DropItem "AEoDPenetratorItem" 255 20
DropItem "AEoDRedeemerItem" 255 15
}
//==================================================================================
//==================================================================================
//==================================================================================
//==================================================================================
ACTOR AEoDMorserLauncherItem : CustomInventory 6054
{
+FLOORCLIP
+INVENTORY.IGNORESKILL
Scale 0.375
Inventory.Amount 1
Inventory.PickupMessage "You picked up the Mortar Launcher!"
Inventory.PickupSound "reilsss/weappickup/heavyrocketlauncher"
States
{
Spawn:
R032 Q -1
Loop
Pickup:
TNT1 A 0 A_JumpIfInventory("AEoDMorserLauncher",1,"Ammo")
TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",8) <= 0,"Nothing")
TNT1 A 0 A_GiveInventory("Weapon8Count",1)
TNT1 A 0 A_GiveInventory("MorserLauncherDrop",1)
TNT1 A 0 A_GiveInventory("AEoDMorserLauncher",1)
TNT1 A 0 //ACS_NamedExecute("s799",0,10,0,0)
Stop
Nothing:
TNT1 A 0 A_JumpIfInventory("AEoDMorserLauncher",1,"Ammo")
TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
Goto Pickup+2
TNT1 A 0 ACS_NamedExecute("s798",0,8,0,0)
Fail
Ammo:
TNT1 A 0 A_GiveInventory("AEoDMorserLauncher",1)
Stop
}
}
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Thu Sep 17, 2015 7:03 am
by _mental_
I can take a look at this crash, but I need exact steps to reproduce including PWAD(s) you are using (or some test PWAD).
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Thu Sep 17, 2015 7:53 pm
by Major Cooke
Alright, it might take a bit for me to bundle it all up together. Hang in there.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Sat Sep 19, 2015 7:10 am
by Major Cooke
Sent you a PM, mental.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Sat Oct 10, 2015 6:13 am
by _mental_
Made
a pretty straightforward fix for this crash three weeks ago.
Maybe it was missed for some reason. Please comment if something wrong with it.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Sat Oct 10, 2015 8:12 am
by Graf Zahl
No, nothing wrong with it, but you should have posted a note here right away.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Sun Oct 11, 2015 5:30 am
by Major Cooke
Thus let it be known to people who claim "it doesn't matter if we post it on the forums or not, because they get a pull request email notification" that "it doesn't matter" part is bullshit.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Sun Oct 11, 2015 7:53 am
by Graf Zahl
Of course it's bullshit. If you get pull requests for several projects where you are only a minor contributor you tend to move them to the trash in bulk (i.e. by automated settings.
Start a discussion on Github and it's very likely I'll miss it.
This forum should be the central hub where bugs and feature requests should be discussed.
Re: RandomSpawner Crash with No Monsters DMFlag
Posted: Sun Oct 11, 2015 8:13 am
by Major Cooke
FINALLY. Now I have proof to show others they NEED to do this. Thank you Graf!