Bug in explosion.cc
by Daniel Dobson · in Torque Game Engine · 07/15/2005 (11:26 am) · 1 replies
I have a demo I've been working on for a while, and it has lots of explosions. I noticed that I'd get weird crashes when I had many enemies and lots of explosions (like, dozens of enemies, hundreds of explosions). I traced it back to game/fx/explosion.cc and processTick(). The corrected code is below.
This made my segfaults go away. Does this seem right to you guys?
//--------------------------------------------------------------------------
void Explosion::processTick(const Move*)
{
mCurrMS += TickMs;
if( mCurrMS >= mEndingMS )
{
deleteObject();
// I added this return. Otherwise it's going to delete the object but then call explode() on it
return;
}
if( (mCurrMS > mDelayMS) && !mActive )
explode();
}This made my segfaults go away. Does this seem right to you guys?
Torque Owner Clint S. Brewer
this bug is in 1.5 still as well.
Tim at Doppelganger just found the same problem with our code after I started using explosions recently.