When ever to run the following piece of code in my game it crashes. I have narrowed down the problem to being initiating mEnemies[i] = NULL and mSpaceship.mBullets[c] = NULL. Got no idea why. Please help

for(int i=0; i<mEnemies.size(); i++)
    {
        // cycle of bullets
        for(int c=0; c<mSpaceship.mBullets.size(); c++)
        {
            if(mSpaceship.mBullets[c]->checkCollision( *mEnemies[i] ))
            {
                delete mEnemies[i];
                mEnemies[i] = NULL;
                delete mSpaceship.mBullets[c];
                mSpaceship.mBullets[c] = NULL;

                breakLoop = true;
            }

            if(breakLoop)
                break;
        }

        if(breakLoop)
            break;
    }

By leaving the nullified pointers in the vectors, the second time around you iterate over the vectors, a crash is more than likely to happen (assuming these indices remain NULL pointers). Also you may want to check what the destructors are doing.

[EDIT]
Oh, and please read What are code tags

thanks mate, its the first time i have used danweb and i did ti in a rush but i shall read 'What code tags are'.

i = 0; { h=0; }[code=c]i = 0;
{
h=0;
}

cout << "hi";
cout << "hi";

Hi,
I'm making this 3d zombie shoot em up and it was all going fine until I added a vector of bullets and them when ever I add a new bullet to the vector the camera position and angle is changed. There is nothing I have written to do this, any help would be appreciated.

Gun class:

#pragma once

#include "Object.h"
#include "Bullet.h"
#include <vector>
using std::vector;

class Gun : public Object
{
private:
	int    mFired;
	int    mHeat;
	bool   mWaitCool;
	vector <Bullet> mBullets;

public:
	Gun ();
	~Gun();

	void update();

	void shoot ();
	void reload();
};
#include "DarkGDK.h"
#include "Gun.h"

Gun::Gun() : Object("Models//Gun//Colt.x", 5400, 1000, -770, 0), mFired(0), mHeat(0), mWaitCool(false)
{
	scale(8, 8, 8);

	// gun fire sound
	dbLoadSound    ("Sounds//Gun//GunFiring.wav", 1);
	dbSetSoundSpeed(1, 90000);
}

Gun::~Gun()
{
}

void Gun::update()
{
	// display mesage if the gun is too hot
	if(mWaitCool)
		dbText(20, 20, "Overheated");

	// cooling down the gun
	if(mHeat != 0)
		mHeat--;

	// checking if the gun has cooled
	if(mHeat == 0 && mWaitCool == true)
		mWaitCool = false;

	// checking if the gun if too hot
	if(mHeat >= 300)
		mWaitCool = true;

	for(int i=0; i<mBullets.size(); i++)
	{
		mBullets[i].move();

		if(mBullets[i].outOfRange())
		{
			mBullets.erase(mBullets.begin() + i);
		}
	}
}

void Gun::shoot()
{
	// if the gun if not cooling or too hot
	if(!mWaitCool)
	{
		if(!dbSoundPlaying(1))
			dbPlaySound(1);

		mHeat += 2;

		mBullets.push_back(Bullet());
	}
}

Bullet class:

#pragma once

#include "Object.h"

class Bullet : public Object
{
	static const int mRange = 3000;
	int mTravelled;

public:
	Bullet ();
	~Bullet();

	void move();
	bool outOfRange();
};
Bullet::Bullet() : Object("Models//Bullets//Bullet.x", 5400, 1000, -770, 20), mTravelled(0)
{ 
	scale(8, 8, 8);
	rotate(0, 270, 0); 
	hide();
}

Bullet::~Bullet()
{
}

void Bullet::move()
{
	dbMoveObject(getID(), getSpeed());
	mTravelled += getSpeed();
}

bool Bullet::outOfRange()
{
	if(mTravelled >= mRange)
	{
		dbText(20, 40, "out of range");
		mTravelled = 0;
		return true;
	}
	return false;
}

As for the camera problem, maybe focus on the parts of code that call Gun::shoot() and see if youl find anything suspicious/problem-related. Have you considered posting to a Dark GDK forum?

In the Gun::update() , the for-loop is not quite right. It only works correctly when no bullets end up being out-of-range after the call to move() .

PS. In the future, rather start new threads than continue the old ones.
This is to avoid the threads from turning into 'lengthy discussions' more or less unrelated to the initial problem.

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