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Like this:
<1092/1427h 416m 727v indoor new civilized 1 AM none> You begin trying to entrap your opponent's weapon. A wandering knight is gushing blood.
<1092/1427h 416m 727v indoor new civilized 1 AM none> A wandering knight narrows his eyes and glares in your direction. A wandering knight's heavenly wrath MASSACRES you! You keep a wandering knight at bay with your polearm. A wandering knight's piercing electricity EVISCERATES you! A wandering knight tries to disarm you, but fails. Your pierce DISMEMBERS a wandering knight! Your pierce EVISCERATES a wandering knight! Your pierce MASSACRES a wandering knight! A wandering knight is writhing in agony.
<977/1427h 416m 727v indoor new civilized 1 AM none> You entrap a long titanium spear and disarm a wandering knight! You keep a wandering knight at bay with your polearm. You parry a wandering knight's divine power. Your pierce EVISCERATES a wandering knight! Your pierce MASSACRES a wandering knight! Your pierce DISMEMBERS a wandering knight! A wandering knight is convulsing on the ground.
<977/1427h 416m 727v indoor new civilized 1 AM none>
I reproduced this one more time, by another disarm timed so that the mob will die when trying to pick up the weapon.
I think it's likely to be a segfault caused by trying to do some get weapon function after the mob is dead (do you deallocate memory after mob dies?). i.e.
1. Disarm 2. Mob attempts to pick up. 3. Space is checked, and fires. 4. At each hit, we always check for death. 5. Death returns true, mob dies and deallocates. 6. MobPointer->GetWeapon(TitaniumSpearID) called. Segfault!
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