crash while fight

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  1. #1
    Dbo Dev Daneos is offline
    MemberRank
    Sep 2009 Join Date
    GermanyLocation
    933Posts

    crash while fight

    Any idea whats wrong?
    Hit monster 1 time works but second time the client crashes



    2 = id from char
    1525 = id from mob...

    the function where it crashes:

    Code:
    void CGameServer::SendCharActionAttack(RwUInt32 uiSerialId, RwUInt32 uiTargetSerialId, CClientSession * pSession)
    {
    
    	RwBool bDamageApply = TRUE;
    
    	printf("SendCharActionAttack SERIAL %i %i \n", uiSerialId,uiTargetSerialId);
    
    	printf("AVATAR HANDLE TEST %i \n", pSession->GetavatarHandle());
    	CNtlPacket packet(sizeof(sGU_CHAR_ACTION_ATTACK));
    	sGU_CHAR_ACTION_ATTACK * res = (sGU_CHAR_ACTION_ATTACK *)packet.GetPacketData();
    
    	res->wOpCode = GU_CHAR_ACTION_ATTACK;
    	res->hSubject = uiSerialId;
    	res->hTarget = uiTargetSerialId;
    	res->bChainAttack = TRUE;
    
    	res->wAttackResultValue = 150;
    	
    	res->byAttackSequence = rand()%2;
    
    	if(res->byAttackSequence == 6)
    	{
    		if(rand()%2)
    			res->byAttackResult = BATTLE_ATTACK_RESULT_KNOCKDOWN;
    		else
    			res->byAttackResult = BATTLE_ATTACK_RESULT_SLIDING;
    	}
    	else
    	{
    		RwInt32 iRandValue = rand()%5;
    		if(iRandValue <= 2)
    			res->byAttackResult = BATTLE_ATTACK_RESULT_HIT;
    		else if(iRandValue == 3)
    		{
    			bDamageApply = FALSE;
    			res->byAttackResult = BATTLE_ATTACK_RESULT_DODGE;
    		}
    		else
    		{
    			bDamageApply = FALSE;
    			res->byAttackResult = BATTLE_ATTACK_RESULT_BLOCK;
    		}
    	}
    
    	packet.SetPacketLen( sizeof(sGU_CHAR_ACTION_ATTACK) );
    	int rc = g_pApp->Send( pSession->GetHandle() , &packet );
    
    }
    - - - Updated - - -

    fixed!




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