Closed GoogleCodeExporter closed 9 years ago
Original comment by fraserst...@gmail.com
on 26 Feb 2009 at 4:30
Fixed bug that broke fast wear when you had no allies or enemies
Original comment by fraserst...@gmail.com
on 6 Mar 2009 at 12:41
Fixed in r641.
Original comment by fraserst...@gmail.com
on 6 Mar 2009 at 12:43
Still is broken, enemiesTableActual.rows.length has a value of 1 for me (I have
no
enemies), so the same null pointer error still occurs.
Original comment by grim...@yahoo.com
on 6 Mar 2009 at 2:45
Sigh ... I will try again next time.
Original comment by fraserst...@gmail.com
on 6 Mar 2009 at 3:11
Just check if that's null, and break?
Original comment by grim...@yahoo.com
on 6 Mar 2009 at 3:15
First of all, it's not a pointer - this is javascript not C++ :)
Second: breaking (or "swallowing" exceptions) without really understanding and
handling the reason of the problem is very bad practice.
Original comment by GSchizas
on 6 Mar 2009 at 9:45
Suggestion for fixing:
Move
var numberOfEnemies = 0; (which is the true count for your enemies)
outside of the if block it's in, and then wrap the for loop
for (var i=0;i<enemiesTableActual.rows.length;i++)
inside of
if (numberOfEnemies > 0)
{
for (var i=0;i<enemiesTableActual.rows.length;i++)
...
...
}
This would obviously work for allies also.
Original comment by grim...@yahoo.com
on 6 Mar 2009 at 9:13
Fixed again in r653.
Original comment by fraserst...@gmail.com
on 10 Mar 2009 at 8:35
Still broken, with aCell.firstChild.firstChild.nextSibling being null.
enemiesTable is not null, so it still goes to enemies processing.
Original comment by grim...@yahoo.com
on 11 Mar 2009 at 1:09
I will try again then.
Original comment by fraserst...@gmail.com
on 11 Mar 2009 at 11:16
Test r659 and see if I got it this time ...
Original comment by fraserst...@gmail.com
on 13 Mar 2009 at 4:18
Looks like it's working now, thanks.
Original comment by grim...@yahoo.com
on 13 Mar 2009 at 1:06
Original issue reported on code.google.com by
grim...@yahoo.com
on 26 Feb 2009 at 2:32