Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

VSCode crashes when pasting this very long line C# code #176

Open
alexr00 opened this issue Feb 25, 2020 · 0 comments
Open

VSCode crashes when pasting this very long line C# code #176

alexr00 opened this issue Feb 25, 2020 · 0 comments

Comments

@alexr00
Copy link

alexr00 commented Feb 25, 2020

From @NearHuscarl in microsoft/vscode#91200

VS Code Version: 1.42.1
OS: Windows 10

Steps to Reproduce:

  1. Open VSCode using code --disable-extensions
  2. Open a C# file
  3. Paste this line of code
            if (other.m_navigationMode == this.m_navigationMode && other.m_eliminateEnemies == this.m_eliminateEnemies && (other.m_searchForItems == this.m_searchForItems && other.m_searchItems == this.m_searchItems) && ((int)other.m_chokePointPlayerCountThreshold == (int)this.m_chokePointPlayerCountThreshold && (double)other.m_chokePointValue == (double)this.m_chokePointValue && ((double)other.m_defensiveAvoidProjectilesLevel == (double)this.m_defensiveAvoidProjectilesLevel && (double)other.m_defensiveBlockLevel == (double)this.m_defensiveBlockLevel)) && ((double)other.m_counterOutOfRangeMeleeAttacksLevel == (double)this.m_counterOutOfRangeMeleeAttacksLevel && (double)other.m_defensiveRollFireLevel == (double)this.m_defensiveRollFireLevel && (other.m_meleeUsage == this.m_meleeUsage && other.m_meleeWeaponUsage == this.m_meleeWeaponUsage) && (other.m_meleeWeaponUseFullRange == this.m_meleeWeaponUseFullRange && other.m_rangedWeaponUsage == this.m_rangedWeaponUsage && ((double)other.m_seekCoverWhileShooting == (double)this.m_seekCoverWhileShooting && other.m_rangedWeaponMode == this.m_rangedWeaponMode))) && (other.m_rangedWeaponLOSIgnoreTeammates == this.m_rangedWeaponLOSIgnoreTeammates && other.m_powerupUsage == this.m_powerupUsage && ((double)other.m_navigationRandomPausesLevel == (double)this.m_navigationRandomPausesLevel && (double)other.m_aggroRange == (double)this.m_aggroRange) && ((double)other.m_searchItemRange == (double)this.m_searchItemRange && (double)other.m_guardRange == (double)this.m_guardRange && ((double)other.m_chaseRange == (double)this.m_chaseRange && (double)other.m_offensiveClimbingLevel == (double)this.m_offensiveClimbingLevel)) && ((double)other.m_offensiveDiveLevel == (double)this.m_offensiveDiveLevel && (double)other.m_offensiveEnrageLevel == (double)this.m_offensiveEnrageLevel && ((double)other.m_offensiveSprintLevel == (double)this.m_offensiveSprintLevel && (double)other.m_rangedWeaponAccuracy == (double)this.m_rangedWeaponAccuracy) && ((double)other.m_rangedWeaponAimShootDelayMax == (double)this.m_rangedWeaponAimShootDelayMax && (double)other.m_rangedWeaponAimShootDelayMin == (double)this.m_rangedWeaponAimShootDelayMin && ((double)other.m_rangedWeaponHipFireAimShootDelayMax == (double)this.m_rangedWeaponHipFireAimShootDelayMax && (double)other.m_rangedWeaponHipFireAimShootDelayMin == (double)this.m_rangedWeaponHipFireAimShootDelayMin)))) && ((double)other.m_rangedWeaponBurstPauseMax == (double)this.m_rangedWeaponBurstPauseMax && (double)other.m_rangedWeaponBurstPauseMin == (double)this.m_rangedWeaponBurstPauseMin && ((double)other.m_rangedWeaponBurstTimeMax == (double)this.m_rangedWeaponBurstTimeMax && (double)other.m_rangedWeaponBurstTimeMin == (double)this.m_rangedWeaponBurstTimeMin) && ((double)other.m_rangedWeaponPrecisionInterpolateTime == (double)this.m_rangedWeaponPrecisionInterpolateTime && (double)other.m_rangedWeaponPrecisionAccuracy == (double)this.m_rangedWeaponPrecisionAccuracy && ((double)other.m_rangedWeaponPrecisionAimShootDelayMax == (double)this.m_rangedWeaponPrecisionAimShootDelayMax && (double)other.m_rangedWeaponPrecisionAimShootDelayMin == (double)this.m_rangedWeaponPrecisionAimShootDelayMin)) && ((double)other.m_rangedWeaponPrecisionBurstPauseMax == (double)this.m_rangedWeaponPrecisionBurstPauseMax && (double)other.m_rangedWeaponPrecisionBurstPauseMin == (double)this.m_rangedWeaponPrecisionBurstPauseMin && ((double)other.m_rangedWeaponPrecisionBurstTimeMax == (double)this.m_rangedWeaponPrecisionBurstTimeMax && (double)other.m_rangedWeaponPrecisionBurstTimeMin == (double)this.m_rangedWeaponPrecisionBurstTimeMin) && ((double)other.m_meleeWaitTimeLimitMin == (double)this.m_meleeWaitTimeLimitMin && (double)other.m_meleeWaitTimeLimitMax == (double)this.m_meleeWaitTimeLimitMax && (other.MeleeActions == this.MeleeActions && other.MeleeActionsWhenHit == this.MeleeActionsWhenHit))) && (other.MeleeActionsWhenEnraged == this.MeleeActionsWhenEnraged && other.MeleeActionsWhenEnragedAndHit == this.MeleeActionsWhenEnragedAndHit)))
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant