Bug #74
bad corpsenum
| Status: | Closed | Start: | 07/02/2009 | |
|---|---|---|---|---|
| Priority: | Normal | Due date: | ||
| Assigned to: | - | % Done: | 100% |
|
| Category: | - | |||
| Target version: | - |
Description
02:28 <Gewgle> hey there sexy bear
02:29 <Gewgle> found a bug in your latest QVM, it clears out all players from a server with corpseNum -1 error
02:29 <Gewgle> i fixed it <><
02:29 <Gewgle> http://pastebin.com/m5e95ae17
Index: src/game/g_client.c
===================================================================
--- src/game/g_client.c (revision 164)
+++ src/game/g_client.c (working copy)
-763,6 +763,8 @@
*/
void respawn( gentity_t *ent )
{
+ // Can't spawn a corpse of someone that doesn't exist =-o
+ if( ent->client->pers.connected != CON_CONNECTING )
SpawnCorpse( ent );
//TA: Clients can't respawn - they must go thru the class cmd
Associated revisions
- Prevent bad_corpsenum bug. Thanks googles and amanieu. Fixes #74
History
Updated by Lakitu7 about 1 year ago
What did you use to trigger this? I assume that you're submitting this on more than just a hunch, and that means you have something I can use to test. I am also wondering why we check for !=CON_CONNECTING instead of ==CON_CONNECTED ?
Updated by Lakitu7 about 1 year ago
- Status changed from New to Closed
- % Done changed from 0 to 100
Applied in changeset r168.