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> client_d.dll!__report_gsfailure(...) Line 220 C
client_d.dll!CLuaWeaponDefs::GetWeaponProperty(lua_State * luaVM) Line 861 C++
lua5.1c_d.dll!luaD_precall(lua_State * L, lua_TValue * func, int nresults) Line 340 C
lua5.1c_d.dll!luaV_execute(lua_State * L, int nexeccalls) Line 612 C
lua5.1c_d.dll!luaD_call(lua_State * L, lua_TValue * func, int nResults) Line 402 C
lua5.1c_d.dll!f_call(lua_State * L, void * ud) Line 825 C
lua5.1c_d.dll!luaD_rawrunprotected(lua_State * L, void(*)(lua_State *, void *) f, void * ud) Line 127 C
lua5.1c_d.dll!luaD_pcall(lua_State * L, void(*)(lua_State *, void *) func, void * u, int old_top, int ef) Line 488 C
lua5.1c_d.dll!lua_pcall(lua_State * L, int nargs, int nresults, int errfunc) Line 846 C
lua5.1c_d.dll!luaB_pcall(lua_State * L) Line 377 C
lua5.1c_d.dll!luaD_precall(lua_State * L, lua_TValue * func, int nresults) Line 340 C
lua5.1c_d.dll!luaV_execute(lua_State * L, int nexeccalls) Line 591 C
lua5.1c_d.dll!luaD_call(lua_State * L, lua_TValue * func, int nResults) Line 402 C
lua5.1c_d.dll!f_call(lua_State * L, void * ud) Line 825 C
lua5.1c_d.dll!luaD_rawrunprotected(lua_State * L, void(*)(lua_State *, void *) f, void * ud) Line 127 C
lua5.1c_d.dll!luaD_pcall(lua_State * L, void(*)(lua_State *, void *) func, void * u, int old_top, int ef) Line 488 C
lua5.1c_d.dll!lua_pcall(lua_State * L, int nargs, int nresults, int errfunc) Line 846 C
client_d.dll!CLuaMain::PCall(lua_State * L, int nargs, int nresults, int errfunc) Line 525 C++
client_d.dll!CLuaArguments::Call(CLuaMain * pLuaMain, const CLuaFunctionRef & iLuaFunction, CLuaArguments * returnValues) Line 218 C++
client_d.dll!CMapEvent::Call(const CLuaArguments & Arguments) Line 40 C++
client_d.dll!CMapEventManager::Call(const char * szName, const CLuaArguments & Arguments, CClientEntity * pSource, CClientEntity * pThis) Line 241 C++
client_d.dll!CClientEntity::CallParentEvent(const char * szName, const CLuaArguments & Arguments, CClientEntity * pSource) Line 814 C++
client_d.dll!CClientEntity::CallEvent(const char * szName, const CLuaArguments & Arguments, bool bCallOnChildren) Line 758 C++
client_d.dll!CPacketHandler::Packet_LuaEvent(NetBitStreamInterface & bitStream) Line 5034 C++
client_d.dll!CPacketHandler::ProcessPacket(unsigned char ucPacketID, NetBitStreamInterface & bitStream) Line 179 C++
client_d.dll!CClientGame::StaticProcessPacket(unsigned char ucPacketID, NetBitStreamInterface & bitStream) Line 5256 C++
netc_d.dll!71f7d1ef() Unknown
[Frames below may be incorrect and/or missing, no symbols loaded for netc_d.dll]
netc_d.dll!71f7c061() Unknown
client_d.dll!CClientGame::DoPulses2(bool bCalledFromIdle) Line 1529 C++
client_d.dll!CClientGame::DoPulses() Line 1209 C++
client_d.dll!CClientGame::DoPulsePostFrame() Line 1109 C++
client_d.dll!CClient::PostFrameExecutionHandler() Line 219 C++
core_d.dll!CModManager::DoPulsePostFrame() Line 277 C++
core_d.dll!CCore::DoPostFramePulse() Line 1314 C++
core_d.dll!CDirect3DEvents9::OnPresent(IDirect3DDevice9 * pDevice) Line 136 C++
core_d.dll!CProxyDirect3DDevice9::Present(const tagRECT * pSourceRect, const tagRECT * pDestRect, HWND__ * hDestWindowOverride, const _RGNDATA * pDirtyRegion) Line 343 C++
gta_sa.exe!007f9b12() Unknown
gta_sa.exe!007fb1c3() Unknown
gta_sa.exe!007ee388() Unknown
gta_sa.exe!0074526a() Unknown
gta_sa.exe!0053ec06() Unknown
multiplayer_sa_d.dll!HOOK_CallIdle() Line 61 C++
kernel32.dll!75af5d49() Unknown
ntdll.dll!77c2cdeb() Unknown
ntdll.dll!77c2cd71() Unknown
Security Policy
I have read and understood the Security Policy and this issue is not security related.
The text was updated successfully, but these errors were encountered:
The crash shouldn't be related to #4076 because no function from CWeaponSA is being called, and moreover, weapon properties are handled by the CWeaponStat class, which I haven't modified.
The crash occurs after the CLuaWeaponDefs::GetWeaponProperty function is called and the result is returned to Lua
So the crash indicates a stack buffer overflow
Edit: The crash also occurs with getOriginalWeaponProperty, regardless of the property being read
Describe the bug
Unhandled exception at 0x67ACAF7C after #4076
Steps to reproduce
start runcode
crun getWeaponProperty("ak-47", "pro", "anim_loop_start")
Version
Not released yet
Additional context
No response
Relevant log output
Security Policy
The text was updated successfully, but these errors were encountered: