Update of bug #15787 (project wesnoth): Status: Fixed => Confirmed
_______________________________________________________ Follow-up Comment #3: That wasn't the only segfault triggered. Here's a (symbol-less) backtrace of another segfault. I'm compiling a debug build as we speak. #0 0x0821a4f3 in unit_animation::unit_animation () #1 0x081f3a81 in unit::start_animation () #2 0x081f3dd2 in unit::set_standing () #3 0x081f837c in unit::redraw_unit () #4 0x080acbd0 in game_display::redraw_units () #5 0x080ad668 in game_display::draw_invalidated () #6 0x0864f0fe in display::draw () #7 0x0864f677 in display::scroll_to_xy () #8 0x0864fdc0 in display::scroll_to_tile () #9 0x0818d17a in playsingle_controller::init_gui () #10 0x08192215 in playsingle_controller::play_scenario () #11 0x081820d4 in play_game () #12 0x0805bed9 in (anonymous namespace)::game_controller::play_test () #13 0x080650f4 in do_gameloop () #14 0x08065f0c in main () To reproduce, add the following to the first [standing_anim] of the Wolf Rider, then start the test scenario. [filter] [filter_location] time_of_day=chaotic [/filter_location] [/filter] _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?15787> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs