[Closed] [3.7.2] PlayerThink might need a null player check?

Bugs that have been investigated and resolved somehow.

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[3.7.2] PlayerThink might need a null player check?

Postby Matt » Wed Mar 13, 2019 1:33 pm

HexaDoken reported this on the Hideous Destructor Discord.
https://cdn.discordapp.com/attachments/ ... nknown.png

VM execution aborted: tried to read from address zero.
Called from PlayerPawn.CheckWeaponChange at... player.txt, line 390
Called from... line 444...
...line 1449


He hasn't been able to replicate this, it just seemed to happen randomly in multiplayer.

The only thing I can see on line 390 is that it presupposes there's a player, but in neither CheckWeaponChange, TickPSprites or PlayerThink or anything I can find that calls them do I see a check for whether there's a player attached.
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Matt
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Re: [3.7.2] PlayerThink might need a null player check?

Postby Graf Zahl » Wed Mar 13, 2019 2:05 pm

If this is what I think it is, it has been fixed already.
There were some problems in that area of core, related to player prediction.
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Re: [3.7.2] PlayerThink might need a null player check?

Postby Matt » Wed Mar 13, 2019 3:30 pm

In that case I think we can close this.
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Putting the XD into *xdeath since 2007
 
 
 
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