Like Thomas said, off the top of my head, somehow being in NOWHERE would be a BOOM. I imagine if you are in the menu (death) when the event was running might cause some issues?
I think we added some dummy checks in our version of whirlwind before we removed it, something to the effect of:
Code:
/* dumb dumb checks */
if (!IS_PLAYING(ch->desc))
return 0;
if (!IN_ROOM(ch))
return 0;
if (GET_HIT(ch) < 1) /* makes sense right? */
return 0;
I'll try those checks. Also I finally got it to crash again it happened when I attacked a protected mob this was the line it crashed on:
196 pContent = pIterator->pItem ? pIterator->pItem->pContent : NULL;