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Crashes #124

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ziggi opened this issue Jan 25, 2018 · 1 comment
Closed

Crashes #124

ziggi opened this issue Jan 25, 2018 · 1 comment
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@ziggi
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ziggi commented Jan 25, 2018

1

FCNPC_Stop(botid);
FCNPC_DestroyMovePath(curPath);
FCNPC_GoByMovePath(botid, newPath, ...);

2

new fnpcid,VehicleID;
fnpcid = FCNPC_Create(stinnpc);
FCNPC_Spawn(fnpcid,191,0.0,0.0,0.0);
VehicleID = AddStaticVehicleEx(451,0, 0, 0,0,-1,-1,-1);
FCNPC_EnterVehicle(fnpcid,VehicleID,1,FCNPC_MOVE_T YPE_SPRINT);//Step 1 Enter the car


if (strcmp("/crash1", cmdtext, true, 10) == 0)
{
	if(FCNPC_GetVehicleID(fnpcid) != 65535)
	{
		SetVehicleToRespawn(VehicleID);//Step 2 removal of vehicles
		FCNPC_GoToPlayer(fnpcid,playerid,FCNPC_MOVE_TYPE_S PRINT,FCNPC_MOVE_SPEED_AUTO,false,0.0,true,-1.0,1.5,250);//Step 3 action
	}
}
if (strcmp("/crash2", cmdtext, true, 10) == 0)
{
	if(FCNPC_GetVehicleID(fnpcid) != 65535)
	{
		SetVehicleToRespawn(VehicleID);//Step 2 removal of vehicles
		FCNPC_Stop(fnpcid);//Step 3 action
	}
}
if (strcmp("/crash3", cmdtext, true, 10) == 0)
{
	if(FCNPC_GetVehicleID(fnpcid) != 65535)
	{
		SetVehicleToRespawn(VehicleID);//Step 2 removal of vehicles
		FCNPC_GoTo(fnpcid,3,5,2,FCNPC_MOVE_TYPE_SPRINT,FCN PC_MOVE_SPEED_AUTO,false,0.0,true,0.0,250);//Step 3 action
	}
}
//No FCNPC_ExitVehicle will collapse
@ziggi ziggi added the bug label Jan 25, 2018
@ziggi ziggi added invalid and removed bug labels Feb 3, 2018
@ziggi
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ziggi commented Feb 3, 2018

Can't reproduce the crashes. First one should be fixed in c337580

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