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GoogleCodeExporter avatar GoogleCodeExporter commented on August 11, 2024
Confirming segfault on damage

Original comment by [email protected] on 11 Apr 2008 at 3:24

from opentyrian.

GoogleCodeExporter avatar GoogleCodeExporter commented on August 11, 2024
Confirmed and bug accepted. I'll take a look.

Original comment by [email protected] on 12 Apr 2008 at 3:09

  • Changed state: Verified

from opentyrian.

GoogleCodeExporter avatar GoogleCodeExporter commented on August 11, 2024
oops

Original comment by [email protected] on 12 Apr 2008 at 3:11

  • Changed state: Accepted

from opentyrian.

GoogleCodeExporter avatar GoogleCodeExporter commented on August 11, 2024
I had same bug. At start of "beer level", I tried to collide to every opponent 
type.
Only one seem to crash. The brown round one, which is the only one one of that 
type
at first 5 enemies.

Original comment by [email protected] on 19 Apr 2008 at 8:18

from opentyrian.

GoogleCodeExporter avatar GoogleCodeExporter commented on August 11, 2024
After i killer the brown one, it seem to crash(segfault) to another enemies as 
well.
Tested only once, so it's possible that only one enemy will segfault when 
hitted.

Is enemy list handled properly? (i haven't looked sources, just guessing)

Original comment by [email protected] on 19 Apr 2008 at 8:22

from opentyrian.

GoogleCodeExporter avatar GoogleCodeExporter commented on August 11, 2024
This should be fixed as of r760. It had to do with a variable overflow bug (the
original overflowed and since we were using a different data type ours didn't). 
I
don't think it ever affected classic.

Original comment by [email protected] on 29 May 2008 at 12:57

  • Changed state: Fixed
  • Added labels: Branch-Enhanced

from opentyrian.

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