This crashes sometimes when reading from __RewardLayers (and only reading, ive never seen it crash when writing). Youd think .existskey() would protect against invalid reads.
The actual code is sometimes executed after a player hit another with some weapon.
Code: Select all
declare CUILayer[Ident] __RewardLayers;
// ...
if (__RewardLayers.existskey(player.Id)) {
if (__RewardLayers[player.Id] != Null) {
UIManager.UILayerDestroy(__RewardLayers[player.Id]);
}
}
// ...