Prevent dead cleanup and script fix
1. Using "_units = blck_liveMissionAI select (_i - 1);" could cause undefined behaviour if removing entries from array inside this loop. So always deleteat 0, but pushback if delete is not wanted / needed 2. Check first, if the AI is dead. If so, skip cleanup, so players can loot the corpse
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@ -37,31 +37,24 @@ for "_i" from 1 to (count blck_liveMissionAI) do
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{
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if ((_i) <= count blck_liveMissionAI) then
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{
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_units = blck_liveMissionAI select (_i - 1);
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//diag_log format["_fnc_cleanupAliveAI:: (34) evaluating with delete time = %2 and diag_tickTime %1", diag_tickTime, _units select 1];
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if (diag_tickTime > (_units select 1) ) then
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{
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//diag_log format["_fnc_cleanupAliveAI:: cleaning up AI group %1",_units];
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_units = blck_liveMissionAI deleteat 0;
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_units params ["_unitsarr","_timer"];
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if (diag_tickTime > _timer) then {
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{
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//diag_log format["_fnc_cleanupAliveAI:: deleting unit %1",_x];
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//diag_log format["_fnc_cleanupAliveAI:: vehicle _x = %1",vehicle _x];
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//diag_log format["_fnc_cleanupAliveAI:: objectParent _x = %1",objectParent _x];
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if ((alive _x) && !(isNull objectParent _x)) then // mark the vehicle for deletion
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{
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//diag_log format["_fnc_cleanupAliveAI: deleteing objectParent %1 [%3] for unit %2",objectParent _x, _x, typeName (objectParent _x), typeOf (objectParent _x)];
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[objectParent _x] call blck_fnc_deleteAIvehicle;
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if (alive _x) then {
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if (!isNull objectParent _x) then {
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[objectParent _x] call blck_fnc_deleteAIvehicle;
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};
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[_x] call blck_fnc_deleteAI;
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};
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[_x] call blck_fnc_deleteAI;
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}forEach (_units select 0);
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} forEach _unitsarr;
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uiSleep 0.1;
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blck_liveMissionAI set[(_i - 1), -1];
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blck_liveMissionAI = blck_liveMissionAI - [-1]; // Remove that list of live AI from the list.
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then {diag_log format["_fnc_mainTread:: blck_liveMissionAI updated to %1",blck_liveMissionAI];};
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#endif
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}
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else {
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blck_liveMissionAI pushback _units;
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};
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};
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};
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