[Fixed] Crash on A_StartSound *death

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Crash on A_StartSound *death

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

Tested in latest commit.

Crashes when you spawn this:
Code: Select allExpand view
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.
RaveYard
 
Joined: 12 Apr 2013

Re: Crash on A_StartSound *death

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

this explains the crash we experienced in Scoot Hard DX/Project Absentia.
User avatar
SanyaWaffles
Never trust floor sandwiches
 
Joined: 25 Apr 2013
Location: Eastern Ohio
Discord: SanyaWaffles#5095
Twitch ID: sanyawaffles
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Crash on A_StartSound *death

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

fixed.

This got in through a recent Pull Request.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany


Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 0 guests