Where are the packets going?

 This week I worked on updating the item system for our project and accidently found myself with a pretty game breaking bug. After our player picked up a number of in-game packets the game would crash due to the item factory losing its information about the items to be created. After many hours of debugging and research a solution was found.

I ended up splitting the original TMap,  used to hold all of the items, into two different TMaps. I did this because the original TMap consisted of two different types of data structures. By splitting up the lists I reduced the possibility of the wrong item being used elsewhere in the script. The ultimate issue was most likely due to casting to many times or incorrectly. 


 Author: Zachary Giffin

Posted: 10/27/2023

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