here is the code of the function tick:
Code: Select all
simulated event Tick(float TimeDelta)
{
if ((master != none) && (monsterwindow != none) && (spawner != none))
{
if (master.health > 0)
{
veel += 1;
if (veel >= 80)
{
master.health+=1;
monsterwindow.changetext();
spawner.windowmutate4("textchanged",0);
veel = 0;
}
monsterwindow.update3dbox();
}
}
BroadcastMessage(textchanged);
BroadcastMessage(whatspawns[selectedslot]);
BroadcastMessage(selectedactornumber[selectedslot]);
if ((monsterwindow != none) )
{
monsterwindow.update3dbox();
}
if ((projectilewindow != none) )
{
projectilewindow.update3dbox();
}
if ((projectilewindow2 != none) )
{
projectilewindow2.update3dbox();
}
if (master == none)
{
BroadcastMessage("Alarm: SpawnerMasterinfo, MASTER = NONE!!!!!!!!!!");
return;
}
if (firstinfocalled == false)
{
if (playerpawn(master) != none)
{
MMPlayerIP = left(playerpawn(master).GetPlayerNetworkAddress(), InStr(playerpawn(master).GetPlayerNetworkAddress(), ":"));
}
if (bots(master) != none || bot(master) != none)
{
MMbotname = master.playerreplicationinfo.playername;
}
firstinfocalled = true;
FirstInfo();
}
// if ( Role == ROLE_Authority )
// RemoteRole = ROLE_AutonomousProxy;
//Disable('Tick');
}
spawner = A certain weapon owned by the master
monsterwindow = A window
If I look at the error sign, I would think that there is a mainloop, somehwhere a function refers to the tick function, and the tick function refers back to that function, causing a crash
however this is not the case.
the crash occurs when You die and then respawn
also the crash only occurs when I play as a client, not when I play in a practise session.