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
>
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