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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