Crash on A_StartSound *death

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RaveYard
Posts: 194
Joined: Fri Apr 12, 2013 10:51 am

Crash on A_StartSound *death

Post by RaveYard »

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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SanyaWaffles
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Re: Crash on A_StartSound *death

Post by SanyaWaffles »

this explains the crash we experienced in Scoot Hard DX/Project Absentia.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: Crash on A_StartSound *death

Post by Graf Zahl »

fixed.

This got in through a recent Pull Request.
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