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[ Picked text/plain from multipart/alternative ]
>From a random forum thread.

Fixed. Adding (to c_baseanimating.h):

inline int C_BaseAnimating::GetSequence()
{
if (m_nSequence == -1 || m_nSequence == 1023)
m_nSequence = 0;
//Assert( false );

return m_nSequence;
}

On 7/26/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I had these crashes also when players didn't had any valid models.
> I can't really read memory dumps at the moment but I suggest you look in
> the
> tracestack and look from which entity this comes and find out if it always
> has a good model. Maybe the model-files are corrupt.. Maybe add a little
> extra check so when it fails, it uses error.mdl.
>
> On 7/26/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> >
> > Hello, I program for a mod that was just released as a public beta, and
> > I've
> > been getting a few memory dumps with crashes in:
> >
> > model_t *CBaseEntity::GetModel( void )
> > {
> >         return (model_t *)modelinfo->GetModel( GetModelIndex() );
> > }
> >
> > and I've gotten one with a crash in:
> >
> > const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> > {
> >         return modelinfo->FindModel( this->cache );
> > }
> >
> > In both cases modelinfo is a NULL pointer.  The memory dumps don't
> really
> > tell me anything that I can use, so I was wondering if anyone here or
> > possibly someone at Valve could help me out with this.  Here's a link to
> > the
> > memory dumps I've gotten, I don't know if anyone can use them or not:
> > http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar
> >
> > Thanks for any help.
> >
> >
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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>
>


--
- Benjamin Davison
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