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crash while fight
Any idea whats wrong?
Hit monster 1 time works but second time the client crashes :grr:
http://s1.directupload.net/images/140624/92yutgug.jpg
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!