[SOLVED] Maximum call stack exceeded?

So i made a script for a weapon that when a player shoots it fires a ray cast. it can fire only every 0.4 seconds. The problem is that when it hits an entity that is shootable it throws max call stack exceeded.
https://playcanvas.com/editor/code/976292

Hey @Granted,

I’ve tracked the issue down to this line:

Network.socket.emit("checkshot", { "shooterid": Network.id, "shootername": this.username, "result": result });

More specifically, the issue only occurs if you include result in the emitted packet. This is most likely because result contains an entity, which contains a reference to a component that references the entity again, generating a circular reference/loop. Thus Maximum call stack exceeded.

I advise you to collect solely the data you need from the result and send that instead.

ok thank you