| destroy all vehicles [message #475404] | 
			Fri, 28 September 2012 15:45   | 
		 
		
			
				
				
				
					
						  
						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] Report message to a moderator  
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