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No pointer at published version #185318
02/23/08 19:07
02/23/08 19:07
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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fogman  Offline OP
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I´ve this code:

Code:

c_trace(my.x, player.x, IGNORE_PASSABLE|IGNORE_ME);
if(you)
{
if(you == player)
{
....



In the development version it works, but when I publish the project, the trace doesn´t recognize the player
and the function won´t enter the second if-branch.
The player pointer is valid. Any ideas?


no science involved
Re: No pointer at published version [Re: fogman] #185319
02/23/08 20:13
02/23/08 20:13

A
Anonymous
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A



dit you tried:

c_trace(my.x, player.x, IGNORE_PASSABLE|IGNORE_ME);
if(you!=NULL)
{
if(you == player)
{

Re: No pointer at published version [Re: ] #185320
02/23/08 20:22
02/23/08 20:22
Joined: Oct 2006
Posts: 873
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Shadow969 Offline
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Shadow969  Offline
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Posts: 873
it's the same as fogman's code

Re: No pointer at published version [Re: ] #185321
02/23/08 21:03
02/23/08 21:03
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Posts: 4,506
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fogman Offline OP
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fogman  Offline OP
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The you pointer is valid as well.
I´m working with Lite-C and the latest Beta.


no science involved
Re: No pointer at published version [Re: fogman] #185322
02/23/08 21:12
02/23/08 21:12
Joined: Jan 2007
Posts: 221
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Fenriswolf Offline
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Quote:

The you pointer is valid as well.



Have you already checked on what you is pointing to?

Re: No pointer at published version [Re: Fenriswolf] #185323
02/23/08 21:32
02/23/08 21:32
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fogman Offline OP
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No, but it gets even better.

When I use this code for the second branch, it works in the development version, too:



c_trace(my.x, player.x, IGNORE_PASSABLE|IGNORE_ME);
if(you)
{
if(vec_dist(player.x, my.x) < 1000) // if(you == player)
{
...




My turret shots at the player (forget about the postprocessing effect):








When I publish the project, it seems that the "target" vector is broken.
The turret shots itself in its origin.







So maybe it´s just bad timing... hm...
Thanks so far for your answers.


no science involved
Re: No pointer at published version [Re: fogman] #185324
02/24/08 00:33
02/24/08 00:33
Joined: Apr 2005
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fogman Offline OP
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Ok I got it solved, the base of the turret has captured the trace.
When I set it to passable it works (of course!).

Thanks to you all.


no science involved

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