yes, i am sorry IPhysicsObject *VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid = NULL ); found it.
Although, the only fix i can think of is disablimg slams completely. I am open to other suggestions, but please realize i am not the best at this... On Mon, Oct 11, 2010 at 9:26 PM, Olly Ginger <oli...@gmail.com> wrote: > When checking function signatures, look at the header, not the cpp > > Sent from my iPhone > > On 12 Oct 2010, at 03:10, Nick <xnicho...@gmail.com> wrote: > >> So i guess the solution is to disable tripmines compleletely? >> >> I just did some more digging (gdb is still active on crashed process). >> It seems that in grenade_ tripmine, (and evwhere else) >> VPhysicsInitNormal is called with 3 arguments. But in >> baseentity_shared.cpp (only place coded) VPhysicsInitNormal has 4 >> arguments? I am more confused. I guess somewhere VPhysicsInitNormal is >> overided, but it is hard to debug? >> >> >> >> >> (gdb) print GetSolidFlags() >> $5 = 8 >> (gdb) print m_pPhysicsObject >> $6 = (IPhysicsObject *) 0x0 >> >> (gdb) print VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | >> FSOLID_TRIGGER, true ) >> too few arguments in function call >> >> >> src\game\shared\baseentity_shared.cpp == stock valve code (4 arguments) >> IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t >> solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid ) >> { >> >> src\game\server\hl2mp\grenade_tripmine.cpp:: line 77 ( 3 arguments ) >> IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, >> GetSolidFlags() | FSOLID_TRIGGER, true ); >> >> >> >> On Mon, Oct 11, 2010 at 8:17 PM, Tony Paloma <drunkenf...@hotmail.com> wrote: >>> VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a >>> variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in >>> baseentity_shared.cpp to see. >>> >>> -----Original Message----- >>> From: hlcoders-boun...@list.valvesoftware.com >>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick >>> Sent: Monday, October 11, 2010 6:00 PM >>> To: Discussion of Half-Life Programming >>> Subject: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash >>> orangebox stock code....... >>> >>> gcc (GCC) 4.2.4 >>> >>> Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC >>> 2010 i686 GNU/Linux >>> >>> n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version >>> Warning: falling back to auto detection of vproject directory. >>> Unable to find gameinfo.txt. Solutions: >>> >>> 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir >>> >>> >>> >>> >>> >>> ldd server_i486.so >>> linux-gate.so.1 => (0xb7784000) >>> libm.so.6 => /lib/tls/i686/cmov/libm.so.6 (0xb6457000) >>> libdl.so.2 => /lib/tls/i686/cmov/libdl.so.2 (0xb6453000) >>> tier0_i486.so => not found >>> vstdlib_i486.so => not found >>> steam_api_i486.so => not found >>> libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0xb62ef000) >>> /lib/ld-linux.so.2 (0xb7785000) >>> >>> >>> >>> >>> 69 void CTripmineGrenade::Spawn( void ) >>> 70 { >>> 71 Precache( ); >>> 72 // motor >>> (gdb) l >>> 73 SetMoveType( MOVETYPE_FLY ); >>> 74 SetSolid( SOLID_BBOX ); >>> 75 SetModel( "models/Weapons/w_slam.mdl" ); >>> 76 >>> 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, >>> GetSolidFlags() | FSOLID_TRIGGER, true ); >>> 78 pObject->EnableMotion( false ); >>> 79 SetCollisionGroup( COLLISION_GROUP_WEAPON ); >>> 80 >>> 81 SetCycle( 0.0f ); >>> 82 m_nBody = 3; >>> >>> >>> >>> (gdb) bt >>> #0 0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at >>> ../game/server/hl2mp/grenade_tripmine.cpp:78 >>> #1 0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at >>> ../game/server/util.cpp:1880 >>> #2 0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 "npc_tripmine", >>> vecorig...@0xbfbedfac, vecangl...@0xbfbedf54, >>> pOwner=0x0) >>> at ../game/server/baseentity.cpp:2976 >>> #3 0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at >>> ../game/server/../shared/hl2mp/weapon_slam.cpp:381 >>> #4 0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at >>> ../game/server/../shared/hl2mp/weapon_slam.cpp:875 >>> #5 0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at >>> ../game/server/../shared/hl2mp/weapon_slam.cpp:789 >>> #6 0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at >>> ../game/server/../shared/baseplayer_shared.cpp:229 >>> #7 0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at >>> ../game/server/hl2/hl2_player.cpp:3588 >>> #8 0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at >>> ../game/server/player.cpp:4436 >>> #9 0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at >>> ../game/server/hl2/hl2_player.cpp:891 >>> #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at >>> ../game/server/hl2mp/hl2mp_player.cpp:998 >>> #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8, >>> player=0xbdd0810) at ../game/server/player_command.cpp:302 >>> #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8, >>> player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8) >>> at ../game/server/player_command.cpp:424 >>> >>> >>> >>> >>> (gdb) print pObject >>> $3 = (IPhysicsObject *) 0x0 >>> (gdb) print this >>> $4 = (CTripmineGrenade * const) 0xbdf5bf0 >>> (gdb) >>> >>> >>> how on earth is pObject null when it was just created? >>> >>> 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, >>> GetSolidFlags() | FSOLID_TRIGGER, true ); >>> 78 pObject->EnableMotion( false ); >>> >>> src\game\server\hl2mp\grenade_tripmine.cpp >>> >>> >>> I am really really lost here. >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders