Summary: | Do we have "Jesus unit" support ? | ||
---|---|---|---|
Product: | [Applications] boson | Reporter: | Felix Seeger <felix.seeger> |
Component: | general | Assignee: | The Boson Team <boson-bugs> |
Status: | RESOLVED FIXED | ||
Severity: | major | ||
Priority: | NOR | ||
Version: | unspecified | ||
Target Milestone: | --- | ||
Platform: | unspecified | ||
OS: | Linux | ||
Latest Commit: | Version Fixed In: |
Description
Felix Seeger
2003-02-18 23:27:03 UTC
I can confirm this problem. I've just had a ship (on basic2, btw) that had been nearly destroyed (I could not see an explosion or the - it was selected and had a small part of the health bar left) and went out of the water to the border of the map. It seems that either advanceMoveInternal() or similar gets called without calling advanceMoveCheck() after it (must NEVER happen!) or setVelocity() gets called somewhere outside advanceMove*() (must NEVER happen either). I cannot explain it with anything else. CU Andi I have also had it once or twice. Problem may be that velocity is not reset before moving is stopped. You must always do setVelocity(0, 0, 0); when you stopMoving(). Maybe setVelo should even be put to stopMoving... Anyway, if you don't reset it, unit will keep moving. It also happened month or two ago, but then I fixed it, but I might have missed something. I'll take a look at moving code tomorrow. Rivo Ok, it should be fixed now. If you experience it again, reopen this bug report. Rivo |