Thyme
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State::Friend_Check_For_Transitions exceeds max permitted transitions
Original game source: [e.g. Origin, TFD or game disc]
Retail 1.04
- Reproducible in the original Generals Zero Hour? yes/~~no~~
- Multiplayer affected? yes/~~no~~
- Are you using any mods? (like Gentool, Rise of the Reds or Contra) ~~yes~~/no
Issue explanation
State::Friend_Check_For_Transitions would trip checkfortransitionsnum < 20 assert if it was there. I confirmed this by debugging the stock game and adding a breakpoint on the if checkfortransitionsnum >= 20 then fail jump This is possibly a severe issue cause this is the game's State Machine throwing this
Steps to reproduce the problem
- Breakpoint the jump to failure return in the checkfortransitionsnum >= 20 check and data watch the static checkfortransitionsnum int.
- Let the game run in the shell map, 20 will be hit early on, the camera likely won't even make it to the base on the hill.
TODO Check if the same check counter reaches or exceeds 20 in TFD, TUC, german retail binaries(which seemingly are newer) to determine if this was ever fixed