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Question skill stun / wierd problem

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27 Nov 2016 15:27 #6319 by thomas
Replied by thomas on topic skill stun / wierd problem
Do you have the full backtrace?

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27 Nov 2016 15:42 #6320 by JTP
Replied by JTP on topic skill stun / wierd problem
It was the only info in it

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27 Nov 2016 20:59 #6321 by thomas
Replied by thomas on topic skill stun / wierd problem
It doesn't seem like the problem is near the act() call.

There's a potential array-index-out-of-bounds in script_damage() in dg_misc.c:
Code:
if (GET_POS(vict) == POS_DEAD) { if (!IS_NPC(vict)) mudlog( BRF, 0, TRUE, "%s killed by script at %s", GET_NAME(vict), world[vict->in_room].name); // <-- vict->in_room may be NOWHERE die(vict, NULL); }

The fix is adding a check for nowhere people:
Code:
if (GET_POS(vict) == POS_DEAD) { if (!IS_NPC(vict)) mudlog( BRF, 0, TRUE, "%s killed by script at %s", GET_NAME(vict), vict->in_room == NOWHERE ? "NOWHERE" : world[vict->in_room].name); die(vict, NULL); }

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28 Nov 2016 01:31 #6322 by WhiskyTest
Thomas you pick up a lot of little bugs and fix them up in the forums, and I always add them into my local copy of tbaMUD.

Do these also get added into the next release?

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28 Nov 2016 22:37 #6324 by thomas
Replied by thomas on topic skill stun / wierd problem
these, and a couple of the more recent ones, will. I haven't really had an install locally for some time now. Installed the other night just to push up these and a couple of other changes:

github.com/tbamud/tbamud/commits/master

Feel free to submit a pull request for any other bugfixes ;)

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28 Nov 2016 23:48 #6329 by Rumble
Replied by Rumble on topic skill stun / wierd problem
I usually bookmark any fixes I notice in TBA's bug file. But I have not been as vigilant lately. I plan on putting together a release in January. I am making them annual for now unless someone else wants to take on development.

Rumble
The Builder Academy
tbamud.com 9091
rumble@tbamud.com

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