PD, I can confirm that it should be a JZ at 00B931C6.
As for the genetic mutator bug, I will see if I can locate that.
RE: Genetic Mutator bug.
Firstly, last entry in debug.txt before the IE is [pd] Killing Infantry (InfDeath=9) (which makes sense since InfDeath=9 means "brute mutation"
I also get the following except.txt file.
I can also confirm that it doesnt happen if there are no infantry to mutate underneath where you use the mutator.
Further debugging has confirmed that the crash happens somewhere inside the call to pcd_PlayAnim at 00518A8B.
Hopefully it can be fixed
I suggest renaming 0067BCE0 to INIGetBuilding
And 004770E0 to INIGetPrerequisiteBuilding since its only for Prerequisite stuff.
Speaking of prerequisite stuff, I will be able to do more with it as soon as we can figure out what INIGetPrerequisiteBuilding (aka 004770E0) takes as parameters and returns and etc.
I am currently working on the nuke. Firstly I am going to get a superweapon with Type=NewNuke working properly. (doing the exact same thing as the normal nuke).
Then I expand it so it uses per-superweapon numbers.
PD, I would like anything you have in your table about the class for superweapons (i.e. all the stuff that is there as part of the normal game code)
As for the genetic mutator bug, I will see if I can locate that.
RE: Genetic Mutator bug.
Firstly, last entry in debug.txt before the IE is [pd] Killing Infantry (InfDeath=9) (which makes sense since InfDeath=9 means "brute mutation"
I also get the following except.txt file.
I can also confirm that it doesnt happen if there are no infantry to mutate underneath where you use the mutator.
Further debugging has confirmed that the crash happens somewhere inside the call to pcd_PlayAnim at 00518A8B.
Hopefully it can be fixed
I suggest renaming 0067BCE0 to INIGetBuilding
And 004770E0 to INIGetPrerequisiteBuilding since its only for Prerequisite stuff.
Speaking of prerequisite stuff, I will be able to do more with it as soon as we can figure out what INIGetPrerequisiteBuilding (aka 004770E0) takes as parameters and returns and etc.
I am currently working on the nuke. Firstly I am going to get a superweapon with Type=NewNuke working properly. (doing the exact same thing as the normal nuke).
Then I expand it so it uses per-superweapon numbers.
PD, I would like anything you have in your table about the class for superweapons (i.e. all the stuff that is there as part of the normal game code)