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Question Fight.c crash

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19 Dec 2016 15:17 - 19 Dec 2016 19:23 #6414 by JTP
Fight.c crash was created by JTP
Added rip, kill and dt counter.

How come this line in fight.c in the pictures, some times crashes the mud ?


3rd pic is bt of core
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Last edit: 19 Dec 2016 19:23 by JTP.

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19 Dec 2016 21:38 #6415 by WhiskyTest
Replied by WhiskyTest on topic Fight.c crash
Is it because killer is NULL?.. maybe a check for that before incrementing the counters?

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19 Dec 2016 21:47 #6416 by JTP
Replied by JTP on topic Fight.c crash
How can i find out if killer is NULL

And how can i code it to prevent it, if that is the case...i hate crashes

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19 Dec 2016 21:54 #6417 by JTP
Replied by JTP on topic Fight.c crash
have tried killing ALOT of mobs, like 4000 and it has crashed only twice.

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19 Dec 2016 21:57 - 19 Dec 2016 21:58 #6418 by WhiskyTest
Replied by WhiskyTest on topic Fight.c crash
Where the screenshots show ch = 0xa880d68 and killer = 0x0, the 0x0 means NULL or pointing to nothing.
So if you try and access values on it - like the kill counter, it will usually crash.

To prevent that you would do something like this:
Code:
if (killer && !IS_NPC(killer)) { GET_KILL_CNT(killer) += 1; }

That should be the same as writing "If killer doesn't point to NULL" eg: if (killer != NULL)
Last edit: 19 Dec 2016 21:58 by WhiskyTest.

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19 Dec 2016 22:00 #6419 by JTP
Replied by JTP on topic Fight.c crash
circlemud snippet had:

__fight.c__

if (!IS_NPC(victim))
GET_RIP_CNT(victim) += 1;
if (!IS_NPC(ch))
GET_KILL_CNT(ch) += 1;

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