Item UnpackUpdate crash
by Xavier "eXoDuS" Amado · in Torque Game Engine · 04/27/2005 (5:19 pm) · 3 replies
I was trying the throw script code lately and wacking my brains out for why it was crashing, seemed so simple...
So i debugged a little bit, and found out that the Item class, when unpacking the mCollisionObject (from setCollisionTimeout) it's reading 10 bits, while the packUpdate method is writing "NetConnection::GhostIdBitSize" which is the correct, the unpackUpdate has to be updated to use NetConnection::GhostIdBitSize instead.
So i debugged a little bit, and found out that the Item class, when unpacking the mCollisionObject (from setCollisionTimeout) it's reading 10 bits, while the packUpdate method is writing "NetConnection::GhostIdBitSize" which is the correct, the unpackUpdate has to be updated to use NetConnection::GhostIdBitSize instead.
S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize); setCollisionTimeout(static_cast<ShapeBase*>(connection->resolveGhost(gIndex)));
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