destroy all vehicles [message #475404] |
Fri, 28 September 2012 15:45 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
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i get a bug when i do this on player_Join
SLNode<VehicleGameObj> *y = GameObjManager::VehicleGameObjList.Head();
while (y)
{
GameObject *v = (GameObject *)x->Data();
if (v && Is_Script_Attached(v,"KB_Vehicle") && v->As_DamageableGameObj())
{
Commands->Apply_Damage(v,99999,"Laser_NoBuilding",NULL);
}
y = y->Next();
}
> scripts.dll!HookupAT3(void * a, void * b, void * c, void * patch_start, void * patch_end, int (void)* version_selector) Line 209 C++
scripts.dll!HookupAT3x(void * a, void * b, void * c, void * patch_start, void * patch_end, int (void)* version_selector) Line 176 + 0x1d bytes C++
scripts.dll!Find_Player(int id) Line 56 + 0x22 bytes C++
scripts.dll!Get_GameObj(int clientId) Line 106 C++
0018f88c()
scripts.dll!SSGMGameManager::PlayerJoinHook(int PlayerID, const char * PlayerName) Line 882 C++
this is the stack, for those who understand something about that
PS: the debug points to the return of the last function
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[Updated on: Fri, 28 September 2012 15:45] Report message to a moderator
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