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Kp ca4f9e8b30 Fix array overstep in check_effect_blowup
If a robot fires a weapon, and then the robot dies, and then the robot
object is replaced with some object with a high id number, and then the
weapon hits, then check_effect_blowup used the id of the replaced object
as though it were a robot id.  This causes an overstep or understep of
Robot_info.  Tighten the check by requiring that the parent object have
the same signature at impact time as it did when the weapon was fired.
This can misclassify a weapon fired by a now-deceased guidebot as a
non-guidebot weapon, but there is not enough information saved to handle
this case, and guidebot deaths are rare.
2013-11-24 23:12:00 +00:00
common Remove unused MULTI_ANGER 2013-11-24 23:11:30 +00:00
d1x-rebirth Move */main/gameseq.c -> similar/main/gameseq.c 2013-11-24 22:47:19 +00:00
d2x-rebirth Fix array overstep in check_effect_blowup 2013-11-24 23:12:00 +00:00
similar Use stricter check for robots in set_player_awareness_all 2013-11-24 23:11:30 +00:00
.gitignore Add some Xcode generated file ending with .perspectivev3 to gitignore 2013-08-05 19:14:24 +08:00
SConstruct Fix flag restore in configure tests 2013-11-24 22:53:30 +00:00