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Potential crash fix #4206

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tederis
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@tederis tederis commented May 7, 2025

According to provided crash reports there is an issue with the building removal system. It incorrectly handles dummy objects which are about to be streamed out.

Targets cases like #4202 (Technical details: comment below) where for any reason pLODInterface is passed as nullptr.

@tederis tederis added the bugfix Solution to a bug of any kind label May 7, 2025
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tederis commented May 7, 2025

As it turned out, the actual reason was related to introduced by #4208 issues. And there's the dedicated PR #4208. But the current PR is still viable as it prevents from potential problems in future.

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Note: subject is game_sa.dll crash at offset 0x00012AE8 (Bug report #4202 - also see comment)

We were collaborating on investigating it (me, FileEX and TEDERIs) so PR #4208 and #4206 are a conclusive fix.

What was happening is that the whole interior object breaking on explosions like a grenade, the main bug, caused the interior's LOD (going through pLODInterface) to be nullptr as player was streaming out of it when they fell into the sky (interior-less) or died.

As it turned out, the actual reason was related to introduced by #4208 issues. And there's the dedicated PR #4208. But the current PR is still viable as it prevents from potential problems in future.

Yes. As generally speaking, pLODInterface can be nullptr, and even GTA’s own code checks for that—but CBuildingRemovalSA didn’t up until now with PR #4206.

Both PR #4206 and #4208 will be merged now at the same time, so the whole situation is resolved. Thanks for the help!

@Dutchman101 Dutchman101 merged commit 4bcded5 into multitheftauto:master May 7, 2025
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MTABot pushed a commit that referenced this pull request May 7, 2025
@Dutchman101 Dutchman101 mentioned this pull request May 7, 2025
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