Skip a tag without a trigger when a variable resets timers - #147
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MahBoiDeveloper
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Sep 8, 2026
| { | ||
| Trigger->Reset_Global_Linked_Timed_Events(global); | ||
| // A tag outlives a destroyed trigger with no link to take its place. | ||
| if (Trigger != NULL) { |
| void TagClass::Timer_Local_Reset(int local) | ||
| { | ||
| Trigger->Reset_Local_Linked_Timed_Events(local); | ||
| if (Trigger != NULL) { |
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Changed both checks to nullptr. |
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A tag whose trigger has been destroyed keeps a null
Triggerwhen the destroyed trigger had noLinkedToto take its place (DetachsetsTrigger = Trigger->LinkedTo). A trigger action that sets a local or global variable then callsTimer_Local_Reset/Timer_Global_Reseton every tag, and the dereference through that null pointer crashes the game. This skips a tag without a trigger so the action completes and the other tags' timers restart as before.Behavior: fixed. No compatibility boundary changes: no data format, save, or network representation changes; the reset runs identically on every peer.
Validation: hit in play on my controller fork, where this change has been running since. Built with the fork's experimental clang-cl cross build and CTest passes 18/18 there. I have not run the supported MSVC Win32 build; CI will cover it.
Documentation:
manual/changes/tag-timer-reset-without-trigger.md(fix, targets the trigger springing system).manage.py check --base-ref mainpasses.