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Run time error 1


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DJEarthQuake
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Join Date: Jan 2014
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Old 05-18-2022 , 07:48   Re: Run time error 1
Reply With Quote #11

The 'message' albeit part of worldspawn is > 0 so checking if each index is connected will likely correct this.
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 05-18-2022 , 11:45   Re: Run time error 1
Reply With Quote #12

Quote:
Originally Posted by DJEarthQuake View Post
The 'message' albeit part of worldspawn is > 0 so checking if each index is connected will likely correct this.
What are you talking about?
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Craxor
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Old 05-18-2022 , 12:02   Re: Run time error 1
Reply With Quote #13

Quote:
Originally Posted by HamletEagle View Post
What are you talking about?
Probably he assumes that Nathesh get an index out of bonds error or probably he smoked weed .

I've read all his threads and posts and i can say i never seen in my life such a person , he talks english very good but the things he says are confusing and out of the subject. It almost feels like an BOT from Cs who randomly write phrases .
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DJEarthQuake
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Old 05-19-2022 , 08:13   Re: Run time error 1
Reply With Quote #14

Quote:
Originally Posted by HamletEagle View Post
What are you talking about?
For those of us who make maps, it's no secret that having "message" even when set-up right, when called a handful of times can easily segment fault the server. That's why maps do not use it anymore. It goes back to WON interfacing. Add Amxx to the equation and making the ent, that message, which is greater than 0, into a think, is an instant crash calling 1000x per sec. It is not out of bounds. He is just checking if each index is above zero not under 33 as well.
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Craxor
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Old 05-19-2022 , 12:41   Re: Run time error 1
Reply With Quote #15

wtf.. What message and wherr is Nathseh in his parachute code checks should redo?

I don't get it man , he uses get_players in his code , dj, tell us the specific part he should edit.
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zXCaptainXz
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Join Date: May 2017
Old 05-19-2022 , 14:51   Re: Run time error 1
Reply With Quote #16

Quote:
Originally Posted by Craxor View Post
also do you have any set_fail_state() on your jb core ?
Can you answer his question? What's in your jailbreak_core.inc file?
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Natsheh
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Old 05-20-2022 , 06:36   Re: Run time error 1
Reply With Quote #17

I'd get segmentation fault 19 / 40 / 41 ( exit code : 139 )
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HamletEagle
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Old 05-20-2022 , 06:40   Re: Run time error 1
Reply With Quote #18

Quote:
Originally Posted by zXCaptainXz View Post
Can you answer his question? What's in your jailbreak_core.inc file?
Please answer the question, post the file.
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Last edited by HamletEagle; 05-20-2022 at 06:55.
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Natsheh
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Old 05-21-2022 , 04:00   Re: Run time error 1
Reply With Quote #19

Quote:
Originally Posted by HamletEagle View Post
Please answer the question, post the file.
Nothing includes set_fail_state


And another error

Code:
L 05/20/2022 - 08:27:18: Invalid player id 77
L 05/20/2022 - 08:27:18: [AMXX] Displaying debug trace (plugin "Jailbreak_main.amxx", version "2.7.0")
L 05/20/2022 - 08:27:18: [AMXX] Run time error 10: native error (native "engclient_cmd")
L 05/20/2022 - 08:27:18: [AMXX]    [0] Jailbreak_main.sma::set_user_team (line 2949)
L 05/20/2022 - 08:27:18: [AMXX]    [1] Jailbreak_main.sma::join_menu_handle (line 2834)

There is something calling the callback functions( menu handlers and set_task call functions ) randomly within the amxmodx and not from the 3rd party plugins.

I am using the latest amxx version of dev 1.10 and Metamod v1.21p38 2018/02/11


I think this issue might because because of unregister_forward inefficiently remove a forward during its call time?


Code:
static cell AMX_NATIVE_CALL unregister_forward(AMX *amx, cell *params)
{
	int func = params[1];
	int func_id = params[2];
	int post = params[3];

	if (func >= FM_LAST_DONT_USE_ME || func < 1)
	{
		MF_LogError(amx, AMX_ERR_NATIVE, "Invalid function: %d", func);
		return 0;
	}

	void *patchAddr = NULL;

	ke::Vector<int> *peng = NULL;
	if (post)
	{
		peng = &(EnginePost[func]);
		patchAddr = EngineAddrsPost[func];
	} else {
		peng = &(Engine[func]);
		patchAddr = EngineAddrs[func];
	}
	for (size_t i = 0; i < peng->length(); ++i)
	{
		if (peng->at(i) == func_id)
		{
			peng->remove(i);
			MF_UnregisterSPForward(func_id);
			if (!peng->length() && patchAddr != NULL && func != FM_ServerDeactivate)
			{
				/* Clear out this forward if we no longer need it */
				*(void **)patchAddr = NULL;
			}
			return 1;
		}
	}

	return 0;
}
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Last edited by Natsheh; 05-21-2022 at 04:27.
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DJEarthQuake
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Old 05-21-2022 , 04:23   Re: Run time error 1
Reply With Quote #20

Can not reiterate enough check if player is connected instead of greater than 0 on reset function.


Code:
parachute_reset(id)
if(is_user_connected(id))
{
    new parachute = g_para_ent[id];

    if(parachute > 0)
    {
        entity_set_int(parachute, EV_INT_flags, FL_KILLME);
        call_think(parachute);
    }

    g_has_parachute[id] = false;
    g_para_ent[id] = 0;
}
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Last edited by DJEarthQuake; 05-21-2022 at 04:24.
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