Just (accidentally) found a crash bug we should fix. In Beggars Court, there is a ZoneScript w/Proximity for the "muffled_voices" if you recall. Well since that spawn was never captured by Collector, we had to manually create it in Tess to finish that quest.
Now, due to the repop of all our zones, "Muffled Voices" is again missing, but the proximity check was still there. In ZoneScripts/BeggarsCouter.lua:
Code: Select all
MuffledVoice = GetSpawn(Spawn, 1370123)Code: Select all
> EQ2World__Debug.exe!std::_Debug_message(const wchar_t * message, const wchar_t * file, unsigned int line) Line 15 C++
EQ2World__Debug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::operator[](unsigned int _Off) Line 1441 + 0x14 bytes C++
EQ2World__Debug.exe!ZoneServer::CheckLocationProximity() Line 3455 + 0x1c bytes C++
EQ2World__Debug.exe!ZoneServer::SpawnProcess() Line 803 C++
EQ2World__Debug.exe!SpawnLoop(void * tmp) Line 3984 + 0x8 bytes C++
EQ2World__Debug.exe!_callthreadstart() Line 259 + 0xf bytes C
EQ2World__Debug.exe!_threadstart(void * ptd) Line 243 C
kernel32.dll!7522339a()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!77389ed2()
ntdll.dll!77389ea5() Seems to be eating it here:
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if (!in_range) {
if(lua_interface && prox->clients_in_proximity.count(client) > 0) {
==>>this line lua_interface->RunZoneScript(zone_script, &prox->leaving_range_lua_function[0], this, client->GetPlayer());
prox->clients_in_proximity.erase(client);
}
}
While I fixed it by simply adding the 1370123 spawn, anything that is a CRASH, I'd like to prevent.
Any ideas?
(btw, there is no "leaving" range event in the script)