23.04.2015, 02:27
Okay so the server hasn't actually crashed this time but it has flooded the server window with the following;
EDIT: So I made a manual /unload command which loads the lobby fs directly after and it doesn't display any issues. The only difference is that the command doesn't clean the server of textdraws and vehicles etc where are as the remote function does.
Here is the public called before the ExitMission callback is called just in-case it helps;
PHP код:
[03:27:23] Filterscript 'lobby.amx' loaded.
[03:27:23] 1
[03:27:23] Loop 1
[03:27:23] Loop 2
[03:27:23] Loop 3
[03:27:23] Loop 4
[03:27:23] Loop 5
[03:27:23] Loop 6
[03:27:23] 2
[03:27:23] [debug] Run time error 7: "Stack underflow"
[03:27:23] [debug] Stack pointer (STK) is 0x4D8BC, stack top (STP) is 0x7670
[03:27:23] [debug] AMX backtrace:
[03:27:23] [debug] #0 00000000 in public Itter_OnPlayerDisconnect ()
[03:27:23] [debug] Run time error 7: "Stack underflow"
[03:27:23] [debug] Stack pointer (STK) is 0x4D8C4, stack top (STP) is 0x7670
[03:27:23] [debug] AMX backtrace:
[03:27:23] [debug] #0 00000000 in public OnPlayerUpdate ()
[03:27:23] [debug] Run time error 7: "Stack underflow"
[03:27:23] [debug] Stack pointer (STK) is 0x4D8C0, stack top (STP) is 0x7670
[03:27:23] [debug] AMX backtrace:
[03:27:23] [debug] #0 00000000 in public OnPlayerSpawn ()
[03:27:23] [debug] Run time error 7: "Stack underflow"
[03:27:23] [debug] Stack pointer (STK) is 0x4D8BC, stack top (STP) is 0x7670
[03:27:23] [debug] AMX backtrace:
[03:27:23] [debug] #0 00000000 in public OnPlayerUpdate ()
[03:27:23] [debug] Run time error 7: "Stack underflow"
[03:27:23] [debug] Stack pointer (STK) is 0x4D8B8, stack top (STP) is 0x7670
Here is the public called before the ExitMission callback is called just in-case it helps;
PHP код:
forward MissionFinished();
public MissionFinished()
{
GameOver = true;
foreach(new i : Player)
{
ResetPlayerVars(i);
RemovePlayerMapIcon(i, 0);
RemovePlayerMapIcon(i, 1);
RemovePlayerMapIcon(i, 2);
RemovePlayerMapIcon(i, 3);
RemovePlayerMapIcon(i, 4);
KillTimer(BombPlantTimer[i]);
KillTimer(PanelHackTimer[i]);
TogglePlayerAllDynamicCPs(i, 0);
SetPlayerArmour(i, 0);
SetPlayerHealth(i, FLOAT_INFINITY);
SetPlayerSpecialAction(i, SPECIAL_ACTION_NONE);
DestroyDynamicPickup(Jetpack_Pickup);
Jetpack_Pickup = INVALID_PICKUP_ID;
TogglePlayerControllable(i, 0);
PlayerTextDrawDestroy(i, Objective[i]);
PlayerTextDrawDestroy(i, SpectateTDx[i]);
}
KillTimer(RoundTimerVar);
KillTimer(BombExplodeTimer);
TextDrawDestroy(RoundTimeTD);
TextDrawDestroy(SpawnLogo[0]);
TextDrawDestroy(SpawnLogo[1]);
TextDrawDestroy(SpawnLogo[2]);
TextDrawDestroy(SpectateTD[0]);
TextDrawDestroy(SpectateTD[1]);
TextDrawDestroy(SpectateTD[2]);
TextDrawDestroy(SpectateTD[3]);
TextDrawDestroy(SpectateTD[4]);
TextDrawDestroy(SpectateTD[5]);
TextDrawDestroy(SpectateTD[6]);
TextDrawDestroy(TeamMenuTD[0]);
TextDrawDestroy(TeamMenuTD[1]);
TextDrawDestroy(TeamMenuTD[2]);
TextDrawDestroy(TeamMenuTD[3]);
TextDrawDestroy(TeamMenuTD[4]);
TextDrawDestroy(TeamMenuTD[5]);
TextDrawDestroy(TeamMenuTD[6]);
for(new v; v < MAX_VEHICLES; v++)
{
DestroyVehicle(v);
}
Streamer_DestroyAllItems(STREAMER_TYPE_OBJECT, 0);
SetTimer("ExitMission", 6000, 0);