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Please remove this code block, or add some explanation to it #9355

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anmolp476 opened this issue May 10, 2024 · 1 comment · May be fixed by #9382
Open

Please remove this code block, or add some explanation to it #9355

anmolp476 opened this issue May 10, 2024 · 1 comment · May be fixed by #9382
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area:getting started Issues and PRs related to the Getting Started section of the documentation enhancement

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@anmolp476
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Your Godot version: 4.2

Issue description: I am confused what this code block is there for. I've read older posts from the r/godot subreddit, and one comment is suggesting that it may be due to the collision between the floor and the player being handled elsewhere. Although I can't see that anymore. Overall, im just super confused what this code block is for.

# If the collision is with ground
		if collision.get_collider() == null:
			continue

URL to the documentation page (if already existing): https://docs.godotengine.org/en/stable/getting_started/first_3d_game/06.jump_and_squash.html

The referenced code block is in the Squashing monsters section

@skyace65 skyace65 added the area:getting started Issues and PRs related to the Getting Started section of the documentation label May 11, 2024
@fmnjose
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fmnjose commented May 15, 2024

Just stumbled into this on the documentation as well. The comment is misleading.
This block of code is not to identify if the collision is with the ground, but is indeed to prevent a null pointer that occurs when there are multiple collisions with an enemy in one single frame.

Without this block of code, if there is more than one collision with a mob detected in a single frame, the following will happen:

  • The first collision calls the squash function and deletes the mob object
  • The second collision will try to get the collider, which will then be null because the object was just deleted
  • Calling the collision.getCollider().is_in_group() will fail with a null pointer exception.

fmnjose added a commit to fmnjose/godot-docs that referenced this issue May 15, 2024
On the collision processing code (Chapter 6 - Jumping and squashing monsters) there is a misleading comment saying that the collision.get_collider() == null has the purpose of checking for a collision with the ground.

This addresses the following open issue: godotengine#9355
@fmnjose fmnjose linked a pull request May 15, 2024 that will close this issue
Evanev7 added a commit to Evanev7/godot-docs that referenced this issue May 17, 2024
Addressed issue godotengine#9355, and fixed a typo.
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Labels
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3 participants