//ERROR SHOWN DURING RUNTIME
runtime error: BYOND Error: bad obj
proc name: Afterimage (/proc/Afterimage)
source file: Effects.dm,141
usr: (/mob/Player)
src: null
usr.loc: the grass (17,6,1) (/turf/grass)
call stack:
Afterimage( (/mob/Player), null, "b-dodgingf")
AfterimageTrail( (/mob/Player), 0.933333, "b-dodgingf")
//CODE
proc
Afterimage(mob/m,d,state)
set waitfor=0
if(!m) return
var/obj/M=Fx_Recycle(blueprint=/obj,blank=1)
M.appearance=m.appearance //line 141
if(state) M.icon_state=state
M.setPos(m.gx,m.gy,m.z)
if(d)
M.dir=d
else
M.dir=m.dir
animate(M,alpha=0,time=10)
sleep(10)
Fx_Recycle(M)
Problem description:
Pretty much every obj I create gives me a similar error, and I can't say I've seen it before. Variables referencing objects somehow become equal to null without me explicitly deleting them or setting them to such a value. Any help would be appreciated.
That could be either an explicit deletion of an object in the recycling list, or something else with how the objects are being inserted in the first place.