But it's random stuff that all worked before. Something different
crashes the program each time, although there are certain entities,
.rects, CHudStamina, and CHudMapType that seem to crash it a lot.

Persuter

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Tom
> Sent: Sunday, February 10, 2002 4:09 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] More Message Problems
>
> I think I solved my problem, I was sending the message too early, so
it
> wasnt ready (I think).
>
> Just thinking along the lines of my problem, are you sure that you are
not
> sending the message too early, and when you intersept it you then try
to
> call a memeber of gHud or the viewport which isnt there?
>
> ----- Original Message -----
> From: "Persuter" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, February 10, 2002 6:49 AM
> Subject: RE: [hlcoders] More Message Problems
>
>
> > For more of an update on this: I've removed the Initialize function
of a
> > different hud element, and it gets way farther now, only crashing
upon
> > beginning the render. Again, the problem seems to be that HUD
elements
> > keep losing pointers or something. I'll get an access error while
> > accessing something like hSprite in CHudHealth. The variables in the
hud
> > element classes just sort of disappear. What could be causing this?
> >
> > Persuter
> > Lead Coder of Hostile Intent
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED]] On Behalf Of Persuter
> > > Sent: Saturday, February 09, 2002 7:09 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: [hlcoders] More Message Problems
> > >
> > > I'm having message problems of my own. I decided against the bsp
> > reader,
> > > since I just need to get one value. I set up a HUD element that
would
> > > keep track of the map type (the keyvalue info), so the HUD
functions
> > > that needed to know could hook into that.
> > >
> > > However, now I'm having a problem where CHud::Init() will crash in
> > > seemingly random places while running through all the hud elements
> > init
> > > functions. Generally one or more of them (m_Speed,
m_AmmoSecondary,
> > > etc.) will not be anything, but simply contain empty pointers and
> > > whatnot, and the program will crash out with an access violation
when
> > it
> > > tries to access the Init function.
> > >
> > > The especially weird thing is that these objects worked before I
put
> > the
> > > new message in and even if I remove the Init function for the new
> > > object, it still crashes.
> > >
> > > On the server-side:
> > >
> > > In player.cpp:
> > >
> > > int gmsgMapType = 0;
> > >
> > > In LinkUserMessages():
> > >
> > > gmsgMapType = REG_USER_MSG( "MapType", 1 );
> > >
> > > OK, now I think this is my problem, I really didn't know where to
put
> > > this:
> > >
> > > I have in CBasePlayer::UpdateClientData():
> > >
> > > if (m_fInitHUD)
> > > {
> > > m_fInitHUD = FALSE;
> > > gInitHUD = FALSE;
> > >
> > > MESSAGE_BEGIN( MSG_ONE, gmsgResetHUD, NULL, pev );
> > > WRITE_BYTE( 0 );
> > > MESSAGE_END();
> > >
> > > if ( !m_fGameHUDInitialized )
> > > {
> > > MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, pev
> > > );
> > > MESSAGE_END();
> > >
> > > g_pGameRules->InitHUD( this );
> > > m_fGameHUDInitialized = TRUE;
> > > if ( g_pGameRules->IsMultiplayer() )
> > > {
> > > FireTargets( "game_playerjoin", this,
> > > this, USE_TOGGLE, 0 );
> > > }
> > > }
> > > FireTargets( "game_playerspawn", this, this, USE_TOGGLE,
> > > 0 );
> > >
> > > CBaseEntity* pMapType = NULL;
> > > pMapType = UTIL_FindEntityByClassname( pMapType,
> > > "hi_maptype" );
> > >
> > >
> > > MESSAGE_BEGIN( MSG_ONE, gmsgMapType, NULL, pev );
> > > if( pMapType )
> > > WRITE_BYTE(
> > > ((CMapType*)pMapType)->m_iMapType );
> > > else
> > > WRITE_BYTE( 5 ); // Otherwise any models
> > > may be used.
> > > MESSAGE_END();
> > > }
> > >
> > > On the client-side:
> > >
> > > In hud.cpp:
> > >
> > > m_MapType.Init();
> > >
> > > In hud.h:
> > >
> > > class CHudMapType : public CHudBase
> > > {
> > > public:
> > > int m_iMapType;
> > > int Init( void );
> > > int MsgFunc_MapType( const char *pszName, int iSize, void* pbuf
> > > );
> > > };
> > >
> > > In hud.h, in the definition of CHud:
> > >
> > > CHudMapType m_MapType;
> > >
> > > Further down, same place:
> > >
> > > int _cdecl MsgFunc_MapType( const char *pszName, int iSize,
> > > void *pbuf );
> > >
> > > In maptype.cpp:
> > >
> > > DECLARE_MESSAGE( m_MapType, MapType );
> > >
> > > int CHudMapType::Init( void )
> > > {
> > > HOOK_MESSAGE( MapType );
> > >
> > > gHUD.AddHudElem( this );
> > >
> > > return 1;
> > >
> > > }
> > >
> > > int CHudMapType::MsgFunc_MapType( const char *pszName, int iSize,
> > void*
> > > pbuf )
> > > {
> > > BEGIN_READ( pbuf, iSize );
> > >
> > > m_iMapType = READ_BYTE();
> > >
> > > return 1;
> > >
> > > }
> > >
> > >
> > >
> > >
> > > _________________________________________________________
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