Hey, So this is a bit of a long shot, but here's the story: I made a hud element that displays icons over your teams head. I have a list of C_BasePlayer pointers, wich i update every OnTick by using a SphereQuery to fetch all teammates around me in a certain radius. Now this worked fine, until we ran some multiplayer test, and people started crashing when others quit. I ran a debugger and found out that my call to GetAttachment (to get the position of an attachment over the head of the player model) was the problem, for some reason, down the line, GetModel() was crashing the whole thing. I figure that it's trying to fetch the player model on a player that is quitting/already gone, so that somehow causes the crash. I added a few safety checks, for IsAlive(), !IsDormant(), but i'm not sure if that's enough. Does anyone know how to, client-side, make sure an entity is still fully connected? Is there any other safety check i should run on my player pointers?
I'm asking this because i don't have the manpower (yet) to run a server just to crash it until i find the correct fix, especially since i would have to re-upload the client.dll to each tester every time...
Thanks in advance Imperio59
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