Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

NRE when calculating fall damage #132

Open
IceRaptor opened this issue Jul 21, 2023 · 2 comments
Open

NRE when calculating fall damage #132

IceRaptor opened this issue Jul 21, 2023 · 2 comments

Comments

@IceRaptor
Copy link
Collaborator

From rogueticket-9273:

FallDamage resolution doesn't happen due to an NRE. This leaves an AttackSequence on the stack, that breaks stratops.

03:17:22.5709708 CombatLog.MechFallSequence [LOG] Create MechFallSequence for: Flea
03:17:22.5711036 CombatLog.MechFallSequence [LOG] MechFallSequence OnAdded for: Flea
03:17:22.5711083 CombatLog.MechFallSequence [LOG] MechFallSequence: Begin
03:17:22.5711197 CombatLog.MechFallSequence [LOG] Flea Begin Knockdown!
03:17:22.7415475 CombatLog.ActorActivation [LOG] Actor Flea (b7eb8d4e-6b3d-4670-a48a-baf2757e024a.0) - ends activation due to Done
03:17:22.8152416 CombatLog.Heat [LOG] Mech Flea final heat = 0 out of 150
03:17:23.1247632 CombatLog.Attacking [DEBUG] [OnActivationEnd] Flea b7eb8d4e-6b3d-4670-a48a-baf2757e024a.0 HasActivatedThisRound False
03:17:23.1247724 CombatLog.ActorActivation [LOG] Actor Flea (b7eb8d4e-6b3d-4670-a48a-baf2757e024a.0) - ends activation
03:17:23.1303050 CombatLog.RoundSequence [DEBUG] [ShouldCompleteActivationSequence] 'this is AITeam' true
03:17:23.1303119 CombatLog.RoundSequence [DEBUG] [CompleteActivation] ActivationSequence.ForceComplete = true
03:17:23.1337716 CombatLog.MechFallSequence [LOG] MechFallSequence: Falling
03:17:27.0036054 CombatLog.MechFallSequence [LOG] MechFallSequence: Finished
03:17:27.0262956 <CBTBE> [WARNING] 07:17:27.026 <CBTBE> DOING IMAGINARY ATTACK FOR: Flea_Pilot_68F0C967 USING: Melee_CBTBE_FAKE_MELEE
03:17:27.0264613 CombatLog.AttackSequence [WARNING] AttackSequence: Weapon Melee is firing at target Flea, but technically cannot fire at that target.
03:17:27.0273781 CombatLog.AttackDirector [LOG] [CreateAttackSequence] ID 41595858
03:17:27.0275246 <CBTBE> [WARNING] 07:17:27.027 <CBTBE> Object reference not set to an instance of an object
03:17:27.0275264 <CBTBE> [WARNING] 07:17:27.027 <CBTBE>Stacktrace available in mod logs
03:17:27.0275280 CombatLog.MechFallSequence [LOG] MechFallSequence OnComplete for: Flea
03:17:27.0654111 CombatLog.MechFallSequence [LOG] Flea ApplyKnockdown!
@IceRaptor
Copy link
Collaborator Author

07:16:45.058 FAILED TO APPLY FALL DAMAGE
07:16:45.058 Object reference not set to an instance of an object
07:16:45.058 at CBTBehaviorsEnhanced.Helper.AttackHelper.CreateImaginaryAttack (BattleTech.Mech attacker, BattleTech.Weapon attackWeapon, BattleTech.ICombatant target, System.Int32 weaponHitInfoStackItemUID, System.Single[] damageClusters, BattleTech.DamageType damageType, BattleTech.MeleeAttackType meleeAttackType) [0x00469] in <537876be2dcf4266a956951e703a3dc6>:0
at CBTBehaviorsEnhanced.Piloting.MechFallSequence_OnComplete.Prefix (System.Boolean& __runOriginal, BattleTech.MechFallSequence __instance) [0x001d3] in <537876be2dcf4266a956951e703a3dc6>:0
07:16:45.058FAILED TO APPLY FALL DAMAGE

@IceRaptor
Copy link
Collaborator Author

Added more logging, but not sure what could be NRE'ing here except the struct. That's always been filled out before - so not clear what's going on.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant