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0002318SphereServerexecutable - windows buildpublic24-04-14 18:2226-04-14 08:43
Kirofus 
XuN 
normalminorsometimes
resolvedfixed 
Win32Windows Server2012
 
16-06-2013, 0.56b Prerelease 
Automated (specify build number)
DiagonalWalkCheck, Unicode, New_Triggers, NewPositionChecks, WalkCheck, Size_Optimise
None
1888
0002318: Exception on anim on trigger e_undead
On trigger @EnvironChange at events e_undead, I have sometime exception from the console on a specific line that do the anim 014 (line #63, see anim 014 line on the following script).
[EVENTS e_Undead]
ON=@EnvironChange
if (<var0.InSeasonChange>) // Prevent infinite loop during season change.
  return 0
endif

   // Enter "//" before Return 0, if you want to make script working
   // i like the dark
   if (<sector.isdark>) || (<flags>& (statf_nightsight|statf_indoors))
      if (!<tag0.lightstr>)
         return 0
      endif
      anim 011
      bark 4
      str=<tag.lightstr> // restore me.
      hits=<str>
      tag.lightstr=
      karma=<tag0.lightkarma>
      tag.lightkarma=//just dispose of this.
      fame=<tag0.lightfame>
      tag.lightfame=
      flags ^= statf_conjured // no loot if killed.
      return 0 // Line 60
   endif
   // i can't live in light areas. weaken me ? or destroy me ?
   anim 014 // LINE 63
   bark 4

   if ( <flags>&statf_conjured )
      remove
      return 1
   endif
   flags |= statf_conjured // no loot if killed.
   hits=0 // Kill
   return 0
08:34:DEBUG:__ thread (4964) __ | # | _____ function _____________ | ticks passed from previous function start ______
08:34:DEBUG:>> 4964 | 0 | CWorld::OnTick | +0
08:34:DEBUG:>> 4964 | 1 | CSector::OnTick | +0
08:34:DEBUG:>> 4964 | 2 | CItem::OnTick | +15
08:34:DEBUG:>> 4964 | 3 | CItem::Spawn_OnTick | +0
08:34:DEBUG:>> 4964 | 4 | CItem::Spawn_GenerateChar | +0
08:34:DEBUG:>> 4964 | 5 | CChar::MoveToChar | +0
08:34:DEBUG:>> 4964 | 6 | CChar::OnTrigger | +0
08:34:DEBUG:>> 4964 | 7 | CScriptObj::OnTriggerScript | +0
08:34:DEBUG:>> 4964 | 8 | CScriptObj::OnTriggerRunVal | +0
08:34:DEBUG:>> 4964 | 9 | CScriptObj::OnTriggerRun | +0
08:34:DEBUG:>> 4964 | 10 | CChar::r_Verb | +0 <-- exception catch point (below is guessed and could be incorrect!)
08:34:DEBUG:>> 4964 | 11 | CChar::UpdateAnimate | +0
08:34:CRITICAL:(AI_NPC.scp,63)"Access Violation" (0x183f2), in CChar::Verb()
08:34:DEBUG:command 'anim' args '014' [107557EC]
No tags attached.
Issue History
24-04-14 18:22KirofusNew Issue
25-04-14 09:34XuNAssigned To => XuN
25-04-14 09:34XuNStatusnew => assigned
25-04-14 20:19XuNNote Added: 0002104
26-04-14 02:50KirofusNote Added: 0002107
26-04-14 02:51KirofusNote Edited: 0002107bug_revision_view_page.php?bugnote_id=0002107#r620
26-04-14 08:43XuNStatusassigned => resolved
26-04-14 08:43XuNFixed in Version => 16-06-2013, 0.56b Prerelease
26-04-14 08:43XuNResolutionopen => fixed

Notes
(0002104)
XuN   
25-04-14 20:19   
Was this solved when updated the version?
(0002107)
Kirofus   
26-04-14 02:50   
(edited on: 26-04-14 02:51)
I don't know, I have networking issues for all players on the build 1893, so I will keep build 1888 with NPC summoning issues because this is most important to be able to log in-game instead of summoning NPC.