[hlcoders] HL2DM source: Assert( !UTIL_GetLocalPlayer )

2005-03-01 Thread Thomas Dimson

Hey guys,

This is a problem I have been getting since Day 1 with the HL2DM source. It
has to do with an assert of UTIL_GetLocalPlayer being called during a
multiplayer game (Which obviously makes no sense, which makes me wonder why
it is kept in the HL2DM)

The Assert comes within the UTIL_GetLocalPlayer, but tracing back the call
stack it comes from physics_impact_damage.cpp on the server within the
function CalculatePhysicsImpactDamage.

This is the actual block of code:
else if ( pEvent-pObjects[index]-GetGameFlags() 
FVPHYSICS_PLAYER_HELD )
{
// if the player is holding the object, use it's real mass
(player holding reduced the mass)
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
float mass = pPlayer-GetHeldObjectMass(
pEvent-pObjects[index] );
if ( mass  0 )
{
invMass = 1.0f / mass;
}
}
}

(hope that formatted correctly)

Anyway, it seems like it wouldn't make a massive difference if I just
removed the line in question, but I'm curious as per why this is even
occurring in the first place. Is this a unique problem to me or is everyone
getting this?

Thanks,
Thomas Dimson
[EMAIL PROTECTED]

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RE: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Thomas Dimson
Things as simple as UTIL_Smoke do not even seem to function on the server
side for me. I've tried almost anything to get a particle/smoke/sprite
effect of smoke for testing purposes but I have no succeeded in anything.
I'm starting to think that thirdperson does not show certain effects or
something, because it is getting ridiculous.

I tried te-explode to no avail as well. Anyone succeeded with any temp
entities at all, preferably a particle effect?

Thanks,
Thomas Dimson

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Tuesday, December 07, 2004 3:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Using UTIL_ and te_ functions

You have to write your own UTIL-functions.
Example:
UTIL_Spark, UTIL_Beam : use the IEffects
interface. You cant use these functions without
rewriting in a server plugin.
I am searching this SetModel-thing too...

Greets
Ronny


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 Has anyone had any luck being able to use these server side?  To create
 effects that will be sent to the client.  I couldn't figure it out if my
 life depended on it.  I'm just curious if anyone has had any luck?  Or if
 anyone can give me some advice?  Even something like Util_SetModel..



 Thanks,

 Josh

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