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author | GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com> | 2022-08-07 18:54:35 +0200 |
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committer | GeckoEidechse <gecko.eidechse+git@pm.me> | 2022-08-07 23:18:02 +0200 |
commit | 3320160c57b02b080d18b6aa995ba264426da875 (patch) | |
tree | f3036b1e3ea57631e72bf36bf33446ea2ae3c633 /Northstar.CustomServers/mod | |
parent | 9c1abd2b301d3e617195c0e34d40674eda416223 (diff) | |
download | NorthstarMods-3320160c57b02b080d18b6aa995ba264426da875.tar.gz NorthstarMods-3320160c57b02b080d18b6aa995ba264426da875.zip |
Fix race condition crash when boarding dropship as it explodes (#438)
Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
Diffstat (limited to 'Northstar.CustomServers/mod')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut index bce8b4c7..4a21e697 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut @@ -356,7 +356,6 @@ void function Evac( int evacTeam, float initialWait, float arrivalTime, float wa foreach ( entity otherPlayer in GetPlayerArray() ) Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_EvacObit", player.GetEncodedEHandle() ) } - } void function AddPlayerToEvacDropship( entity dropship, entity player ) @@ -376,7 +375,10 @@ void function AddPlayerToEvacDropship( entity dropship, entity player ) // no slots available if ( !PlayerInDropship( player, dropship ) ) return - + + // need to cancel if the dropship dies + dropship.EndSignal( "OnDeath", "OnDestroy" ) + player.SetInvulnerable() player.UnforceCrouch() player.ForceStand() @@ -391,7 +393,7 @@ void function AddPlayerToEvacDropship( entity dropship, entity player ) EmitSoundOnEntityOnlyToPlayer( player, player, SHIFTER_START_SOUND_3P ) // should play SHIFTER_START_SOUND_1P when they actually arrive in the ship i think, unsure how this is supposed to be done PlayPhaseShiftDisappearFX( player ) - waitthread FirstPersonSequence( fp, player, dropship ) + FirstPersonSequence( fp, player, dropship ) FirstPersonSequenceStruct idleFp idleFp.firstPersonAnimIdle = EVAC_IDLE_ANIMS_1P[ slot ] |