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IDProjectCategoryView StatusLast Update
0001716The Dark ModAIpublic26.03.2010 07:38
ReporterIshtvan Assigned Toangua  
PrioritynormalSeveritynormalReproducibilitysometimes
Status closedResolutionfixed 
Fixed in VersionSVN 
Summary0001716: Crash when AI dies while fleeing
DescriptionI debugged a crash I was getting in the map test/aivsai, and it led to this line in FleeTask::Perform

float enemyDistance = owner->TravelDistance(owner->GetPhysics()->GetOrigin(), enemy->GetPhysics()->GetOrigin());

It's crashing on the GetPhysics() part of that, because GetPhysics is not valid after the AI dies or is KO'd. I'm not sure what the best way is to fix this. Somewhere in the flee task we have to check if the AI is dead and abort if so, but I'm not sure where the best place is to do this. Greebo & angua probably know better than I where it should be.
TagsNo tags attached.

Activities

angua

angua

26.03.2009 13:56

manager   ~0002393

The FleeTask checks now if the AI is dead or KOed at the beginning of the Perform() routine.

Issue History

Date Modified Username Field Change
26.03.2009 02:15 Ishtvan New Issue
26.03.2009 13:47 angua Status new => assigned
26.03.2009 13:47 angua Assigned To => angua
26.03.2009 13:56 angua Note Added: 0002393
26.03.2009 13:56 angua Status assigned => resolved
26.03.2009 13:56 angua Fixed in Version => SVN
26.03.2009 13:56 angua Resolution open => fixed
26.03.2010 07:38 greebo Status resolved => closed