08-27-2014, 12:27 AM
Hello
I´ve been messing with "Gears of War PC" lately, and I keep bumping into very similar line:
"....
// Failed to decompile this line:
/* ReturnToken NothingToken */
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
...."
i.e.:
or
These are just examples: its found in many different scripts across the entire codebase. Its the same in version 1.2.2.1 and also in 1.2.6.0. Other games I´ve tried (GoW3, GoWJ, BatmanAA, UDK) do not have such errors (or any AFAIK?).
If its not an issue or a bug within the UE Eplorer, please excuse my ignorance. I´m not a programmer, just very curious and still very new to the entire concept...
Thank you for any information on this.
I´ve been messing with "Gears of War PC" lately, and I keep bumping into very similar line:
"....
// Failed to decompile this line:
/* ReturnToken NothingToken */
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
...."
i.e.:
Code:
/*******************************************************************************
* WarCombatAction_Wretch_Melee generated by Eliot.UELib using UE Explorer.
* Eliot.UELib © 2009-2014 Eliot van Uytfanghe. All rights reserved.
* http://eliotvu.com
*
* All rights belong to their respective owners.
*******************************************************************************/
class WarCombatAction_Wretch_Melee extends WarCombatAction_Melee
config(AI)
hidecategories(Navigation,Movement,Collision);
static function NotifyReceivedDamage(WarAI_Drone AI, int Damage, Pawn DamageInstigator, Vector LastInstigatorLoc)
{
local class<WarCombatAction> Action;
local bool bLightDamage, bHeavyDamage;
local float Pct, EvadeChance;
bLightDamage = AI.DamageReceivedInAction > (default.LightDamagePercentage * float(AI.MyWP.DefaultHealth));
bHeavyDamage = AI.DamageReceivedInAction > (default.HeavyDamagePercentage * float(AI.MyWP.DefaultHealth));
// End:0x194
if(AI.MyWP.SpecialMove == 0)
{
// End:0x105
if(bHeavyDamage && GetActionAndCover(AI, 'EvaluateCover_Fallback', class'WarCombatAction_Retreat', Action, string(default.Class) @ string(GetFuncName())))
{
AI.TransitionTo(Action, "Received heavy damage");
goto J0x194;
// End:0x194
if((bLightDamage && DamageInstigator != none) && AI.CanEvade())
{
}
EvadeChance = 0.250;
Pct = FRand();
// End:0x194
if(Pct < EvadeChance)
{
AI.DoEvade(AI.GetBestEvadeDir(AI.MyWP.Location, DamageInstigator), true);
//return;
// Failed to decompile this line:
/* ReturnToken NothingToken */
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
}
}
}
}
defaultproperties
{
Components(0)=SpriteComponent'Default__WarCombatAction_Wretch_Melee.Sprite'
}
or
Code:
/*******************************************************************************
* Pawn_GeistWretch generated by Eliot.UELib using UE Explorer.
* Eliot.UELib © 2009-2014 Eliot van Uytfanghe. All rights reserved.
* http://eliotvu.com
*
* All rights belong to their respective owners.
*******************************************************************************/
class Pawn_GeistWretch extends WarPawn
abstract
native
config(Pawn)
hidecategories(Navigation);
var bool bWaitForKnockOff;
var bool bSuicidal;
var bool bFleshTimer;
var WarPawn Victim;
var float LeapSpeed;
var repnotify Vector ReplicatedFloor;
replication
{
// Pos:0x000
if(Physics == 8)
ReplicatedFloor
}
simulated function Destroyed()
{
super.Destroyed();
// End:0x2C
if(Victim != none)
{
Victim.StopAllBodyStances(0.250);
Victim = none;
}
//return;
}
simulated function KnockDownFromExplosion()
{
//return;
}
simulated function CringeFromExplosion()
{
//return;
}
function bool WarDied(Controller Killer, class<WarDamageType> WarDamageType, Vector HitLocation, WarPawn.EWarDeathType DeathType)
{
// End:0x6A
if((Victim != none) && WarPC(Victim.Controller) != none)
{
WarPC(Victim.Controller).IgnoreMoveInput(false);
WarPC(Victim.Controller).IgnoreLookInput(false);
DeathCry();
return super.WarDied(Killer, WarDamageType, HitLocation, DeathType);
}
//return ReturnValue;
}
simulated function DeathCry()
{
//return;
}
simulated function UpdateMeshBoneControllers(float DeltaTime)
{
//return;
}
function bool DoWallLeap(Actor Target)
{
local Vector JumpVel;
// End:0xD8
if((!bIsCrouched && !bWantsToCrouch) && (Physics == 1) || Physics == 8)
{
// End:0xA4
if(Role == ROLE_Authority)
{
// End:0xA4
if((WorldInfo.Game != none) && WorldInfo.Game.GameDifficulty > float(2))
{
MakeNoise(0.10 * WorldInfo.Game.GameDifficulty);
}
}
SuggestJumpVelocity(JumpVel, Target.Location, Location);
Velocity = JumpVel;
SetPhysics(2);
return true;
return false;
//return ReturnValue;
}
}
function bool SpecialMoveTo(NavigationPoint Start, NavigationPoint End, Actor Next)
{
local ReachSpec CurrentPath;
// End:0x11
if(Start == End)
{
return false;
}
CurrentPath = Start.GetReachSpecTo(End);
// End:0x93
if(CurrentPath != none)
{
// End:0x66
if(CurrentPath.IsA('WallTransReachSpec'))
{
return SpecialMoveTo_WallTrans(Start, End, true);
goto J0x93;
// End:0x93
if(CurrentPath.IsA('FloorToCeilingReachSpec'))
{
}
return SpecialMoveTo_CeilingTrans(Start, End, true);
return super.SpecialMoveTo(Start, End, Next);
}
}
J0x93:
//return ReturnValue;
}
function bool SpecialMoveTo_WallTrans(NavigationPoint Start, NavigationPoint End, bool bDirect)
{
DoWallLeap(End);
Controller.bPreparingMove = true;
return true;
//return ReturnValue;
}
function bool SpecialMoveTo_CeilingTrans(NavigationPoint Start, NavigationPoint End, bool bDirect)
{
local WarAI_Wretch AI;
AI = WarAI_Wretch(Controller);
// End:0x34
if(AI != none)
{
AI.PushState('SubAction_CeilingTransition');
return true;
//return ReturnValue;
}
}
simulated function HitWall(Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)
{
super(Pawn).HitWall(HitNormal, Wall, WallComp);
// End:0x5C
if(IsDoingSpecialMove(58) && HitNormal.Z <= -WalkableFloorZ)
{
SetPhysics(8);
SetBase(Wall, HitNormal);
PlayLandedOnWallSound();
//return;
}
}
simulated event ReplicatedEvent(name VarName)
{
// End:0x21
if(VarName == 'ReplicatedFloor')
{
Floor = ReplicatedFloor;
goto J0x2C;
super.ReplicatedEvent(VarName);
}
//return;
// Failed to decompile this line:
/* ReturnToken
NothingToken */
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
}
function bool ShouldDealDamageToEnemy()
{
local Vector VectToEnemy;
VectToEnemy = Controller.Enemy.Location - Location;
// End:0x69
if(VSize(VectToEnemy) > ((CylinderComponent.CollisionRadius + Controller.Enemy.CylinderComponent.CollisionRadius) * 2.50))
{
return false;
}
// End:0x85
if((Normal(VectToEnemy) Dot vector(Rotation)) < 0.0)
{
return false;
}
return true;
//return ReturnValue;
}
function DoPounceAttackDamage()
{
local Weap_WretchMelee Wpn;
// End:0x72
if(IsDoingSpecialMove(55) && ShouldDealDamageToEnemy())
{
Wpn = Weap_WretchMelee(Weapon);
// End:0x72
if(Wpn != none)
{
Wpn.DoMeleeDamage(Controller.Enemy, Controller.Enemy.Location, 0.50);
//return;
}
}
}
function DoSwipeAttackDamage()
{
local Weap_WretchMelee Wpn;
// End:0x72
if(IsDoingSpecialMove(56) && ShouldDealDamageToEnemy())
{
Wpn = Weap_WretchMelee(Weapon);
// End:0x72
if(Wpn != none)
{
Wpn.DoMeleeDamage(Controller.Enemy, Controller.Enemy.Location, 1.0);
//return;
}
}
}
function DoScreamEffect()
{
local WarPC PC;
// End:0x46
if(IsDoingSpecialMove(57))
{
// End:0x28
foreach WorldInfo.AllControllers(class'WarPC', PC)
{
}
SetTimer(0.50, true, 'LoopScreamEffect');
LoopScreamEffect();
//return;
}
}
function LoopScreamEffect()
{
local WarPawn P;
// End:0xDD
if(IsDoingSpecialMove(57))
{
// End:0xD9
foreach WorldInfo.AllPawns(class'WarPawn', P)
{
// End:0xD8
if(((GetTeam()) != P.GetTeam()) && VSize2D(P.Location - Location) <= 256.0)
{
// End:0xD8
if(P.CanCoverHead() == true)
{
// End:0xB6
if(P.IsHumanControlled())
{
P.DoSpecialMove(26);
goto J0xD8;
P.Controller.PushState('SubAction_CoverHead');
}
goto J0xED;
ClearTimer('LoopScreamEffect');
//return;
// Failed to decompile this line:
/* ReturnToken NothingToken
*/
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
}
}
}
}
}
function SoundCue GetSpecificFootStepSound(WarPhysicalMaterialFootSteps FootStepSounds, int FootDown)
{
local SoundCue retval;
// End:0x22
if(FootDown <= 1)
{
retval = FootStepSounds.WretchFootSteps;
}
// End:0x36
else
{
retval = FootStepSounds.WretchHandSteps;
}
return retval;
//return ReturnValue;
}
function PlayFleshSound()
{
bFleshTimer = false;
//return;
}
function SoundCue GetSpecificLandingSound(WarPhysicalMaterialFootSteps FootStepSounds, int FootDown)
{
return GetSpecificFootStepSound(FootStepSounds, FootDown);
//return ReturnValue;
}
function SoundCue GetSpecificSlidingSound(WarPhysicalMaterialFootSteps FootStepSounds)
{
return FootStepSounds.LocustSliding;
//return ReturnValue;
}
simulated function bool CanEngageMelee()
{
return true;
//return ReturnValue;
}
function PlayLandedOnWallSound()
{
//return;
}
function PlayLeapSound()
{
//return;
}
function PlaySwipeAttackSound()
{
//return;
}
function PlaySwipeAttackHitSound()
{
//return;
}
function PlaySwipeAttackMissSound()
{
//return;
}
function PlayLandedOnEnemySound()
{
//return;
}
singular simulated function BaseChange()
{
local WarInterActorAttachableBase Cart;
// End:0x151
if(Role == ROLE_Authority)
{
// End:0x51
if((Base == none) && Physics == 0)
{
// End:0x4E
if(!IsDoingSpecialMove(58) && !IsDoingSpecialMove(59))
{
SetPhysics(2);
}
}
// End:0x11D
else
{
// End:0x11D
if((Pawn(Base) != none) && (DrivenVehicle == none) || !DrivenVehicle.IsBasedOn(Base))
{
// End:0x11D
if(!Pawn(Base).CanBeBaseForPawn(self))
{
Base.TakeDamage(int(((float(1) - (Velocity.Z / float(400))) * Mass) / Pawn(Base).Mass), Controller, Location, 0.50 * Velocity, class'DmgType_Crushed');
JumpOffPawn();
Cart = WarInterActorAttachableBase(Base);
}
}
}
// End:0x151
if(Cart != none)
{
Controller.PushState('SubAction_ClimbCart');
// End:0x185
if(Base != none)
{
// End:0x17A
if(Role == ROLE_Authority)
{
}
}
ReplicatedFloor = Floor;
goto J0x185;
Floor = ReplicatedFloor;
//return;
// Failed to decompile this line:
/* ReturnToken
NothingToken */
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
}
}
}
function SetMovementPhysics()
{
// End:0x12
if(WarInterActorAttachableBase(Base) != none)
{
return;
}
super.SetMovementPhysics();
//return;
}
simulated function AttachWeaponToHand(WarWeapon Weap)
{
//return;
}
simulated function AttachWeaponToSlot(WarWeapon W)
{
//return;
}
simulated function AdjustWeaponDueToMirror()
{
//return;
}
simulated function PlayScreamSound()
{
//return;
}
state Dying
{
simulated function BeginState(name PreviousStateName)
{
DoSpecialMove(0);
super.BeginState(PreviousStateName);
//return;
}
stop;
}
defaultproperties
{
LeapSpeed=600.0
SpecialMoveClasses(0)=none
SpecialMoveClasses(1)=class'WarSpecialMove_Wretch_MidLvlJumpOver'
SpecialMoveClasses(2)=none
SpecialMoveClasses(3)=none
SpecialMoveClasses(4)=none
SpecialMoveClasses(5)=none
SpecialMoveClasses(6)=none
SpecialMoveClasses(7)=none
SpecialMoveClasses(8)=class'WarSpecialMove_Wretch_EvadeFwd'
SpecialMoveClasses(9)=class'WarSpecialMove_Wretch_EvadeBwd'
SpecialMoveClasses(10)=class'WarSpecialMove_Wretch_EvadeLt'
SpecialMoveClasses(11)=class'WarSpecialMove_Wretch_EvadeRt'
SpecialMoveClasses(12)=class'WarSpecialMove_Wretch_Run2Cover'
SpecialMoveClasses(13)=class'WarSpecialMove_Wretch_Run2Cover'
SpecialMoveClasses(14)=none
SpecialMoveClasses(15)=none
SpecialMoveClasses(16)=none
SpecialMoveClasses(17)=none
SpecialMoveClasses(18)=none
SpecialMoveClasses(19)=none
SpecialMoveClasses(20)=none
SpecialMoveClasses(21)=none
SpecialMoveClasses(22)=none
SpecialMoveClasses(23)=none
SpecialMoveClasses(24)=none
SpecialMoveClasses(25)=none
SpecialMoveClasses(26)=none
SpecialMoveClasses(27)=none
SpecialMoveClasses(28)=none
SpecialMoveClasses(29)=class'WarSpecialMove_Emerge'
SpecialMoveClasses(30)=class'WarSpecialMove_Emerge'
SpecialMoveClasses(31)=none
SpecialMoveClasses(32)=class'WarSpecialMove_DeathAnim'
SpecialMoveClasses(33)=none
SpecialMoveClasses(34)=none
SpecialMoveClasses(35)=class'WarSpecialMove_Wretch_ChainsawVictim'
SpecialMoveClasses(36)=none
SpecialMoveClasses(37)=none
SpecialMoveClasses(38)=none
SpecialMoveClasses(39)=none
SpecialMoveClasses(40)=none
SpecialMoveClasses(41)=none
SpecialMoveClasses(42)=none
SpecialMoveClasses(43)=none
SpecialMoveClasses(44)=none
SpecialMoveClasses(45)=none
SpecialMoveClasses(46)=none
SpecialMoveClasses(47)=none
SpecialMoveClasses(48)=none
SpecialMoveClasses(49)=none
SpecialMoveClasses(50)=none
SpecialMoveClasses(51)=none
SpecialMoveClasses(52)=none
SpecialMoveClasses(53)=none
SpecialMoveClasses(54)=none
SpecialMoveClasses(55)=class'WarSpecialMove_Wretch_PounceAttack'
SpecialMoveClasses(56)=class'WarSpecialMove_Wretch_SwipeAttack'
SpecialMoveClasses(57)=class'WarSpecialMove_Wretch_Scream'
SpecialMoveClasses(58)=class'WarSpecialMove_Wretch_LeapToCeiling'
SpecialMoveClasses(59)=class'WarSpecialMove_Wretch_DropFromCeiling'
SpecialMoveClasses(60)=class'WarSpecialMove_Wretch_CartClimb'
SpecialMoveClasses(61)=class'WarSpecialMove_Wretch_CartAttack'
SpecialMoveClasses(62)=class'WarSpecialMove_Wretch_ElevatorClimb'
bCanRoadieRun=false
bBlockCamera=false
DefaultInventory(0)=class'Weap_WretchMelee'
DefaultHealth=150
HealthRechargeDelay=0.0
HealthRechargePercentPerSecond=0.0
LocDmgArray(0)=(BoneNameArray=(b_W_Head),BodyPartName=head,fDamageMultiplier=2.0)
LocDmgArray(1)=(BoneNameArray=(b_W_Thigh_L,b_W_Calf_L,b_W_Foot_L),BodyPartName=LeftLeg,fDamageMultiplier=1.0)
LocDmgArray(2)=(BoneNameArray=(b_W_Thigh_R,b_W_Calf_R,b_W_Foot_R),BodyPartName=RightLeg,fDamageMultiplier=1.0)
NeckBoneName=b_W_Neck
PelvisBoneName=b_W_Pelvis
MeleeDamageBoneName=b_W_Spine_02
MinTimeBetweenEvades=2.50
AimAttractors(0)=(OuterRadius=128.0,InnerRadius=32.0,BoneName=b_W_Clavicle_L_)
AimAttractors(1)=(OuterRadius=96.0,InnerRadius=32.0,BoneName=b_W_Head)
FacialAudioComp=AudioComponent'Default__Pawn_GeistWretch.FaceAudioComponent'
HeadIcon=(Texture=Texture2D'Warfare_HUD.HUD_Heads',U=441.0,UL=48.0,VL=63.0)
LightEnvironment=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
CameraNoRenderCylinder_High=(Radius=50.0,Height=60.0)
CameraNoRenderCylinder_Low=(Radius=50.0,Height=60.0)
bDirectHitWall=true
bCanMantle=true
bCanClimbCeilings=true
bCanSwatTurn=false
bModifyReachSpecCost=true
JumpZ=2100.0
MaxFallSpeed=20000.0
ControllerClass=class'WarAI_Wretch'
begin object name=WarPawnMesh class=SkeletalMeshComponent
LightEnvironment=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
object end
// Reference: SkeletalMeshComponent'Default__Pawn_GeistWretch.WarPawnMesh'
Mesh=WarPawnMesh
begin object name=CollisionCylinder class=CylinderComponent
CollisionHeight=52.0
object end
// Reference: CylinderComponent'Default__Pawn_GeistWretch.CollisionCylinder'
CylinderComponent=CollisionCylinder
begin object name=CollisionCylinder class=CylinderComponent
CollisionHeight=52.0
object end
// Reference: CylinderComponent'Default__Pawn_GeistWretch.CollisionCylinder'
Components(0)=CollisionCylinder
Components(1)=ArrowComponent'Default__Pawn_GeistWretch.Arrow'
Components(2)=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
begin object name=WarPawnMesh class=SkeletalMeshComponent
LightEnvironment=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
object end
// Reference: SkeletalMeshComponent'Default__Pawn_GeistWretch.WarPawnMesh'
Components(3)=WarPawnMesh
Components(4)=AudioComponent'Default__Pawn_GeistWretch.FaceAudioComponent'
begin object name=CollisionCylinder class=CylinderComponent
CollisionHeight=52.0
object end
// Reference: CylinderComponent'Default__Pawn_GeistWretch.CollisionCylinder'
CollisionComponent=CollisionCylinder
RotationRate=(Pitch=100000,Yaw=100000,Roll=100000)
}
These are just examples: its found in many different scripts across the entire codebase. Its the same in version 1.2.2.1 and also in 1.2.6.0. Other games I´ve tried (GoW3, GoWJ, BatmanAA, UDK) do not have such errors (or any AFAIK?).
If its not an issue or a bug within the UE Eplorer, please excuse my ignorance. I´m not a programmer, just very curious and still very new to the entire concept...
Thank you for any information on this.