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destroy all vehicles [message #475404] Fri, 28 September 2012 15:45 Go to previous message
robbyke is currently offline  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]

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