Hi. This is as much of the callstack as the memdump would give me: server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x0468e5a0, IMoveHelper * moveHelper=0x11b9cce4) Line 3522 + 0x13 bytes C++ server.dll!CHL2_Player::PlayerRunCommand(CUserCmd * ucmd=0x0468e5a0, IMoveHelper * moveHelper=0x11b9cce4) Line 1102 + 0x13 bytes C++ server.dll!CBasePlayer::PhysicsSimulate() Line 3253 C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x19063370) Line 2006 C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytes C++ > server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1076 + 0xa bytes C++
Again, like garry and others said, this could be something valve changed. AFAIK my mod code never touches any of these except for CBasePlayer, and only lightly. I traced, line by line (using if(true) return; lol) to RunPostThink( player ); in player_command.cpp. I don't know if I have to do any serious code surgery here, or if it's simply some silly header file included wrong or a #define / precompiled header messed up. ~M > We need a little more information about your crash. If you could give us > the call stack and the actual error, that would help :) > > // mem > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders