[FIXED?]World Crash - ProcessMovement()
Posted: Sun Aug 04, 2013 1:33 pm
I was in the Frostfang zone and went to the GM Hall to be in a zone without spawns. After being in there for a few minutes, and talking about stats in IRC, I noticed my world crashed out behind me. I'm assuming this is an NPC "follow" issue, because where it broke I don't think that has anything to do with looking at stats in the Character options 
Stack:
Code:
m_followTarget was stuff like: "changed = <Unable to read memory>"
Stack:
Zone was not shutting down yet or anything.ntdll.dll!77cd15de() Unknown
[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
ntdll.dll!77cd15de() Unknown
ntdll.dll!77cc014e() Unknown
EQ2World__Debug.exe!Spawn::ProcessMovement() Line 1516 C++
> EQ2World__Debug.exe!Spawn::ProcessMovement() Line 1516 C++
EQ2World__Debug.exe!_free_base(void * pBlock) Line 50 C
EQ2World__Debug.exe!_callthreadstart() Line 255 C
EQ2World__Debug.exe!_threadstart(void * ptd) Line 239 C
kernel32.dll!766133aa() Unknown
ntdll.dll!77ce9ef2() Unknown
ntdll.dll!77ce9ec5() Unknown
Code:
Code: Select all
void Spawn::ProcessMovement(){
// Skip players
if (IsPlayer() || GetHP() <= 0) <== I didn't do it, I swear!
return;
MMovementLoop.lock();
if (following && m_followTarget) {
if (!IsEntity() || (!((Entity*)this)->IsCasting() && !((Entity*)this)->IsMezzedOrStunned())) {
==> here if (GetSpeed() > 0) {
CalculateRunningLocation();
}