Okay, apperntly it crashes on this function:
mstudioseqdesc_t &studiohdr_t::pSeqdesc( int i ) const
{
if (numincludemodels == 0)
{
return *pLocalSeqdesc( i ); <- CRASH HERE
}
virtualmodel_t *pVModel = (virtualmodel_t *)GetVirtualModel();
Assert( pVModel );
virtualgroup_t *pGroup = &pVModel->m_group[ pVModel->m_seq[i].group ];
const studiohdr_t *pStudioHdr = pGroup->GetStudioHdr();
Assert( pStudioHdr );
return *pStudioHdr->pLocalSeqdesc( pVModel->m_seq[i].index );
}
It's a function that was already in there on studio.cpp, client side.
Does anyone know what I should do?
I tried making it so if it checks for it first, and return a NULL
instead, but that got errors.
Right, I've figured out it's something on the client DLL for sure.
The player lasts about 5 seconds, and can move but then they get a
memory error.
I added it in, but got a precompiled header error, then I fixed that and
everything went all slow, and I got errors from DbgHelp.h :|
On Mon, 21 Feb 2005 01:13:48 +0000, Knifa <[EMAIL PROTECTED]> wrote:
I think its okay. Everything works perfect while your the server.
Minidumps?,,,
http://www.codeproject.com/debug/postmortemdebug_standalone1.asp
Jeffrey "botman" Broome
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Knifa
Domino Mod
http://knd.org.uk/dominomod/
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Knifa
Domino Mod
http://knd.org.uk/dominomod/
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Knifa
Domino Mod
http://knd.org.uk/dominomod/
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