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Crimson Wizard
Crimson Wizard
- (None) - VObject::ExecuteFunction - (linespec.SpectralMonster.Touch) - VEntity::CheckRelPosition - VEntity::TryMove - VObject::ExecuteFunction - (decorate.EntityBoss.None) - VEntity::SetState - VObject::ExecuteFunction - (linespec.Actor.A_Look) - VEntity::SetState - VEntity::AdvanceState - VObject::ExecuteFunction - (linespec.EntityEx.Tick) - VThinker::Tick - VLevel::TickWorld - SV_Ticker - ServerFrame - Host_Frame ERROR: Segmentation Violation
Crimson Wizard
- VEntity::CheckRelPosition - VEntity::TryMove - VObject::ExecuteFunction - (decorate.EntityBoss.None) - VEntity::SetState - VEntity::AdvanceState - VObject::ExecuteFunction - (linespec.EntityEx.Tick) - VThinker::Tick - VLevel::TickWorld - SV_Ticker - ServerFrame - Host_Frame ERROR: Assertion failed: Index < ArrNumEDIT: Very similar crash happens with Oracle monster. I believe there's something wrong with this Spectre/Alien/Entity actor physics or behavior.
Crimson Wizard
if (func->Flags & FUNC_Net)most of the object members 'func' pointed to were shown as "cannot evaluate", which may mean that memory was thrashed there. Call Stack:
RunFunction(VMethod * func=0xcd1d0048) Line 174 + 0x3 bytes
RunFunction(VMethod * func=0x03a46438) Line 223 + 0xc bytes
VObject::ExecuteFunction(VMethod * func=0x03a46438) Line 1891 + 0x9 bytes
VEntity::eventTouch(VEntity * Other=0x043ebfd0) Line 336 + 0x14 bytes
VEntity::CheckRelThing(tmtrace_t & tmtrace={...}, VEntity * Other=0x043ebfd0) Line 1042
VEntity::CheckRelPosition(tmtrace_t & tmtrace={...}, TVec Pos={...}) Line 886 + 0x18 bytes
VEntity::TryMove(tmtrace_t & tmtrace={...}, TVec newPos={...}, bool AllowDropOff=false) Line 1217 + 0x22 bytes
VEntity::execTryMoveEx() Line 2345 + 0x26 bytes
RunFunction(VMethod * func=0x038e5658) Line 186 + 0xd bytes
RunFunction(VMethod * func=0x028fd8d0) Line 223 + 0xc bytes
RunFunction(VMethod * func=0x03936cc0) Line 223 + 0xc bytes
RunFunction(VMethod * func=0x039373e0) Line 259 + 0x22 bytes
RunFunction(VMethod * func=0x03ad3900) Line 223 + 0xc bytes
VObject::ExecuteFunction(VMethod * func=0x03ad3900) Line 1891 + 0x9 bytes
VEntity::SetState(VState * InState=0x03e74fd4) Line 287 + 0xc bytes
VEntity::AdvanceState(float deltaTime=0.012003764) Line 339 + 0x12 bytes
VEntity::execAdvanceState() Line 639 + 0xf bytes
RunFunction(VMethod * func=0x038e2b98) Line 186 + 0xd bytes
RunFunction(VMethod * func=0x03927320) Line 223 + 0xc bytes
VObject::ExecuteFunction(VMethod * func=0x03927320) Line 1891 + 0x9 bytes
VThinker::Tick(float DeltaTime=0.012003764) Line 119 + 0x14 bytes
VLevel::TickWorld(float DeltaTime=0.012003764) Line 136 + 0x16 bytes
SV_Ticker() Line 493
ServerFrame(int realtics=0) Line 1488
Host_Frame() Line 369 + 0xb bytes
Firebrand
//==========================================================================
//
// Touch
//
//==========================================================================
bool Touch(Entity InOther)
{
EntityEx(InOther).Damage(self, self, 5, 'Melee');
return ::Touch(InOther);
}
Since actor spawns over the entity nest object and touching it the function needs to return touching physics too <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.Crimson Wizard