Comments (2)
The proposed solution is to make a shallow copy of the array before iteration and iterate on it instead.
from phobos.
Should be fixed in ed3b785. It now iterates on a copy of the array instead of the original.
This is not normally an issue because things like objects dying as result of damage and being logically deleted from the game etc. happen 1 frame after they're hit by the fatal damage, by which point this code is done iterating through them anyways. Advanced rubble (and probably rubble in general) is however created immediately after the building has been taken fatal damage which causes the arrays to change mid-iteration here. Another case I think that is probably the same are passengers of Explodes=true
transport. It might be possible that there are other edge-cases that could cause potentially eligible targets to expire before they are iterated over, even if it is a copy of array but difficult to say for sure.
from phobos.
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from phobos.