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Crimson Wizard
if (smallsplash) { if (SInfo->SmallClass) { A = Spawn(class<EntityEx>(SInfo->SmallClass), org); A.FloorClip += SInfo->SmallClip; if (SInfo->SmallSound) { A.PlaySound(SInfo->SmallSound, CHAN_VOICE); } } } else { if (SInfo->BaseClass) { -------> Spawn(class<EntityEx>(SInfo->BaseClass), org); <------- if (SInfo->Sound && !SInfo->ChunkClass) { A.PlaySound(SInfo->Sound, CHAN_VOICE); } } if (SInfo->ChunkClass) { ...The "else" block uses uniitalized 'A' reference after "if (SInfo->BaseClass)".
Janis Legzdinsh