Even in the Ep1 engine it crashed for us when a player was near, so I
believe this was a fix that was always needed.

On Sat, Jul 4, 2009 at 7:15 PM, Kyle Gospodnetich <onequarterli...@gmail.com
> wrote:

> Jonas 'Sortie' Termansen wrote:
> > Well, you don't check if pRagdollPhys is a NULL-pointer.
> >
> > ----- Original Message -----
> > From: "Kyle Gospodnetich" <onequarterli...@gmail.com>
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> > Sent: Sunday, July 05, 2009 3:25 AM
> > Subject: [hlcoders] Hopwire Vortex issues - Need a little help
> >
> >
> >
> >> Hello everyone. I'm working on a new weapon for a little project of
> >> mine, and I decided that the hopwire's vortex effect would be perfect
> >> for it's secondary attack. The problem is, when the hopwire goes off, it
> >> crashes if a player is too close to it. This problem is only present on
> >> the orange box engine, as a clean EP1 engine compile seems to work just
> >> fine. According to the dumps, this is the line that's crashing.
> >>
> >> grenade_hopwire.cpp
> >>    // Ragdolls need to report the sum of all their parts
> >>    CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt );
> >>    if ( pRagdoll != NULL )
> >>    {
> >>        // Find the aggregate mass of the whole ragdoll
> >>        ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
> >>        for ( int j = 0; j < pRagdollPhys->listCount; ++j )
> >>        {
> >>            m_flMass += pRagdollPhys->list[j].pObject->GetMass();
> >>        }
> >>    }
> >>    else
> >>    {
> >>        // Otherwise we just take the normal mass
> >>        >>>>>>m_flMass += pPhysObject->GetMass();
> >>    }
> >>
> >> It's giving a negative mass. What's weird is, even if I hard code the
> >> mass ( m_flMass = 10000; ) , it still crashes with a negative mass.
> >>
> >> _______________________________________________
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> >>
> >>
> >
> >
> > _______________________________________________
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> please visit:
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> >
> >
> >
> This is stock Valve made code, and it works fine in EP1. I will add that
> though, thanks for the tip.
>
> Anyway, I've figured out my problem. It was the vortex attempting to
> influence the player's model (I have the model visible in first person).
>
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> please visit:
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>
>


-- 
~Ryan ( skidz )
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