The title says it all. What does it mean?
I get the error when ever dp is called but i have it listed as a variable..any clues?
function Destruct(target : int)
{
var dp : TrainingDummyPart = dummyParts[target];
if(dp.gameObject == null) return;
dp.shootsTaken = shootsToDestroyPart;
var go : GameObject;
if(dp.gameObject.transform.parent != null)
{
if(dp.gameObject.name.Contains("head") || dp.gameObject.name.Contains("neck"))
{
if(!dead)
{
dead = true;
TrainingStatistics.dummies++;
GunEffects(false);
//audio.PlayOneShot(dieSound);
Destruct(4);
//animation.CrossFade("dum_death");
}
}
if(dp.gameObject != weapon)
{
dp.gameObject.transform.parent = null;
dp.gameObject.active = false;
for(var i : int = 0; i < dp.brokeParts.length; i++)
{
go = dp.brokeParts*;*
*if(go.transform.parent == null) continue;*
*InitializeMeshCollider(go);*
*DestroyPart(go, false);*
*}*
*for(var j : int = 0; j < dp.siblings.length; j++)*
*{*
*go = dp.siblings[j];*
*if(go == null) continue;*
*if(go.transform.parent == null) continue;*
*if(go.name.Contains("head"))*
*{*
*dead = true;*
*TrainingStatistics.dummies++;*
*//audio.PlayOneShot(dieSound);*
*GunEffects(false);*
*}*
*if(go == weapon)*
*{*
*canShoot = false;*
*GunEffects(false);*
*}*
*DestroyPart(go, false);*
*}*
*Destroy(dp.gameObject);*
*}*
*else*
*{*
*canShoot = false;*
*GunEffects(false);*
*if(weapon.transform.parent != null)*
*{*
*DestroyPart(weapon, false);*
*}*
*}*
*}*
*else*
*{*
*if(dp.gameObject != weapon)*
*{*
*dp.gameObject.active = false;*
*for(i = 0; i < dp.brokeParts.length; i++)*
*{*
_go = dp.brokeParts*;*_
_*InitializeMeshCollider(go);*_
_*DestroyPart(go, false);*_
_*}*_
_*Destroy(dp.gameObject);*_
_*}*_
_*}*_
_*}*_
_*function Hit(hit : RaycastHit, target : int, damage : int)*_
_*{*_
_*if(!running)*_
_*{*_
_*running = true;*_
_*}*_
_*var dp : TrainingDummyPart = dummyParts[target];*_
_*if(dp.gameObject == null) return;*_
_*dp.shootsTaken += damage;*_
_*var go : GameObject;*_
_*if(dp.gameObject.transform.parent != null)*_
_*{*_
_*if(!dead)*_
_*{*_
_*if(dp.dummyPart == DummyPart.CHEST)*_
_*{*_
_*var dir : Vector3 = hit.point - transform.position;*_
_*if(Vector3.Dot(dir, transform.right) > 0)*_
_*{*_
_*TrainingStatistics.Register(dp.dummyPart);*_
_*}*_
_*else*_
_*{*_
_*TrainingStatistics.Register(DummyPart.HEART);*_
_*}*_
_*}*_
_*else*_
_*{*_
_*TrainingStatistics.Register(dp.dummyPart);*_
_*}*_
_*}*_
_*if(dp.shootsTaken == shootsToDestroyPart - 1)*_
_*{*_
_*if(dp.gameObject != weapon)*_
_*{*_
_*enableFailEffect = true;*_
_*}*_
_*}*_
_*else if(dp.shootsTaken >= shootsToDestroyPart)*_
_*{*_
_*if(dp.gameObject.name.Contains("head") || dp.gameObject.name.Contains("neck"))*_
_*{*_
_*if(!dead)*_
_*{*_
_*dead = true;*_
_*TrainingStatistics.headShoot++;*_
_*TrainingStatistics.dummies++;*_
_*//audio.PlayOneShot(dieSound);*_
_*GunEffects(false);*_
_*if(state != 0)*_
_*{*_
_*Hit(hit, 4, shootsToDestroyPart);*_
_*}*_
<em>*//animation.CrossFade("dum_death");*</em>
_*}*_
_*}*_
_*if(dp.gameObject != weapon)*_
_*{*_
_*dp.gameObject.transform.parent = null;*_
_*dp.gameObject.active = false;*_
_*for(var i : int = 0; i < dp.brokeParts.length; i++)*_
_*{*_
<em>_go = dp.brokeParts*;*_</em>
<em>_*if(go.transform.parent == null) continue;*_</em>
<em>_*InitializeMeshCollider(go);*_</em>
<em>_*DestroyPart(go, true);*_</em>
<em>_*}*_</em>
<em>_*for(var j : int = 0; j < dp.siblings.length; j++)*_</em>
<em>_*{*_</em>
<em>_*go = dp.siblings[j];*_</em>
<em>_*if(go == null) continue;*_</em>
<em>_*if(go.transform.parent == null) continue;*_</em>
<em>_*if(go.name.Contains("head"))*_</em>
<em>_*{*_</em>
<em>_*dead = true;*_</em>
<em>_*TrainingStatistics.dummies++;*_</em>
<em>_*//audio.PlayOneShot(dieSound);*_</em>
<em>_*GunEffects(false);*_</em>
<em>_*}*_</em>
<em>_*if(go == weapon)*_</em>
<em>_*{*_</em>
<em>_*canShoot = false;*_</em>
<em>_*GunEffects(false);*_</em>
<em>_*}*_</em>
<em>_*DestroyPart(go, true);*_</em>
<em>_*}*_</em>
<em>_*GameObject.Instantiate(explosionEffectPrefab, hit.point, Quaternion.identity);*_</em>
<em>_*Destroy(dp.gameObject);*_</em>
<em>_*}*_</em>
<em>_*else*_</em>
<em>_*{*_</em>
<em>_*canShoot = false;*_</em>
<em>_*GunEffects(false);*_</em>
<em>_*if(weapon.transform.parent != null)*_</em>
<em>_*{*_</em>
<em>_*DestroyPart(weapon, true);*_</em>
<em>_*}*_</em>
<em>_*}*_</em>
<em>_*}*_</em>
<em>_*}*_</em>
<em>_*else*_</em>
<em>_*{*_</em>
<em>_*if(dp.gameObject != weapon)*_</em>
<em>_*{*_</em>
<em>_*dp.gameObject.active = false;*_</em>
<em>_*for(i = 0; i < dp.brokeParts.length; i++)*_</em>
<em>_*{*_</em>
<em><em>_go = dp.brokeParts*;*_</em></em>
<em><em>_*InitializeMeshCollider(go);*_</em></em>
<em><em>_*DestroyPart(go, true);*_</em></em>
<em><em>_*}*_</em></em>
<em><em>_*Destroy(dp.gameObject);*_</em></em>
<em><em>_*```*_</em></em>