CRASH BUG
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Re: CRASH BUG
Confirming that this happens on r2633. I suspect this might be r2625, but me and the packet system don't get along at all.
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: CRASH BUG
I'm compiling a fresh rev 2635 Right now to see if it still crash's doing this.
Ya it's still crashing there.
The solution I found that will prevent it from crashing, is to cancel out one line in ai-mob_dummy.cpp
FIND
This will prevent it from crashing but not solving the crash.
Ya it's still crashing there.
The solution I found that will prevent it from crashing, is to cancel out one line in ai-mob_dummy.cpp
Code: Select all
void CAIMobDummy::ActionAttack()
Code: Select all
else if (m_PMob->CanDeaggro() && CurrentDistance > 25 && (m_Tick - m_LastActionTime) > 20000)
Code: Select all
{
//player has been too far away for some time, deaggro if the mob type dictates it
if (m_PMob->m_OwnerID.id == m_PBattleTarget->id)
{
m_PMob->m_OwnerID.clean();
}
m_PMob->PEnmityContainer->Clear(m_PBattleTarget->id);
//ActionAttack();<----------CRASHS
}