@reconnoiter:
Checking the pointer and type before removing the projectile seemed to have solved the problem. I also added a if(your.type != NULL) in the for loop I use for checking if I hit anything just to rule that out too. Now I can fire away without any crashes so your idea was not rubbish at alll it seems
, wow did not expect that, that's good news. Tnx for testing. I will make this thread solves if I can so others can see the solution too.
- can't edit this thread anymore, can a moderator change this thread to solved? Ty