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issue with summonguard
Discussion on issue with summonguard within the CO2 Programming forum part of the Conquer Online 2 category.
11/24/2022, 19:21
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#1
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elite*gold: 0
Join Date: Dec 2007
Posts: 14
Received Thanks: 0
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issue with summonguard
im getting a "system.nullreferenceexception: object reference not set to an instance of an object." at this line:
Code:
var Pet = Server.GamePoll.Values.Where(p => p.Pet != null && p.Pet?.monster.UID == aUID).FirstOrDefault();
and heres the reference:
Code:
public void Dead(ServerSockets.Packet stream, GameClient killer, uint aUID, Role.GameMap GameMap, bool CounterKill = false)
{
if (Alive)
{
DropStats.AllMonstersInServer--;
if (IsFloor)
{
FloorPacket.DropType = MsgDropID.RemoveEffect;
HitPoints = 0;
GameMap.SetMonsterOnTile(X, Y, false);
return;
}
RespawnStamp = Time32.Now.AddSeconds(8 + Family.RespawnTime);
ClearFlags(false);
HitPoints = 0;
AddFlag(MsgUpdate.Flags.Dead, Role.StatusFlagsBigVector32.PermanentFlag, true);
DeadStamp = Time32.Now;
var Pet = Server.GamePoll.Values.Where(p => p.Pet != null && p.Pet?.monster.UID == aUID).FirstOrDefault();
if (Pet != null)
Pet?.Pet.DeAtach(stream);
InteractQuery action = new InteractQuery()
{
UID = aUID,
KilledMonster = true,
X = X,
Y = Y,
AtkType = MsgAttackPacket.AttackID.Death,
OpponentUID = UID
};
it seems like this is getting thrown when my summoned guard dies?
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12/25/2022, 16:16
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#2
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elite*gold: 0
Join Date: Oct 2013
Posts: 40
Received Thanks: 2
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Call me on discord
KeToS#6270
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12/27/2022, 19:45
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#3
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elite*gold: 12
Join Date: Jul 2011
Posts: 8,282
Received Thanks: 4,191
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Quote:
Originally Posted by Falcon Hero
Call me on discord
KeToS#6270
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Never do this. Public answers should always be posted to the forum. If you don't have a public answer, then you're attempting to get money from this person. Plain and simple.
Quote:
Originally Posted by Woohoo1
im getting a "system.nullreferenceexception: object reference not set to an instance of an object." at this line:
Code:
var Pet = Server.GamePoll.Values.Where(p => p.Pet != null && p.Pet?.monster.UID == aUID).FirstOrDefault();
and heres the reference:
Code:
public void Dead(ServerSockets.Packet stream, GameClient killer, uint aUID, Role.GameMap GameMap, bool CounterKill = false)
{
if (Alive)
{
DropStats.AllMonstersInServer--;
if (IsFloor)
{
FloorPacket.DropType = MsgDropID.RemoveEffect;
HitPoints = 0;
GameMap.SetMonsterOnTile(X, Y, false);
return;
}
RespawnStamp = Time32.Now.AddSeconds(8 + Family.RespawnTime);
ClearFlags(false);
HitPoints = 0;
AddFlag(MsgUpdate.Flags.Dead, Role.StatusFlagsBigVector32.PermanentFlag, true);
DeadStamp = Time32.Now;
var Pet = Server.GamePoll.Values.Where(p => p.Pet != null && p.Pet?.monster.UID == aUID).FirstOrDefault();
if (Pet != null)
Pet?.Pet.DeAtach(stream);
InteractQuery action = new InteractQuery()
{
UID = aUID,
KilledMonster = true,
X = X,
Y = Y,
AtkType = MsgAttackPacket.AttackID.Death,
OpponentUID = UID
};
it seems like this is getting thrown when my summoned guard dies?
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Have you tried debugging in Visual Studio and setting a breakpoint there with a conditions that an exception is thrown?
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