CS is caching entity calls inside of itself, with the (valid) assumption
that only it touches the entities. It cannot handle other code altering
the state of its entities.

- Alfred 

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> [EMAIL PROTECTED]
> Sent: Sunday, February 15, 2004 2:25 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] pfnRemoveEntity+stuff
> 
> Okay, I realized my problem (stupidity) and fixed it...
> 
> Despite what Alfred has said a thousand times about 
> Counter-Strike's new hash/cache for entities, I _need_ to 
> remove them.  It's not optional.  I made a Counter-Strike 
> Deathmatch mod and it broke, and I have hoardes of people 
> bugging me to fix it.
> 
> I have tried blocking REMOVE_ENTITY calls from the CS Engine, 
> and that sort of works... not.  CS is still making illegal 
> calls (and apparently, doesn't check to see if they're valid or not).
> 
> I deduced, probably incorrectly, that CS was getting invalid 
> pointers to memory and began hooking functions like 
> *pfnEntOffsetOfPEntity.  I rerouted all calls to invalid 
> offsets to a known valid offset... but... alas, still 
> crashes... because I don't know what I'm doing.
> 
> I'm pulling my hair out here... Alfred, is there, AT ALL, a 
> way that I can remove entities from CS and block CS's calls 
> to them?  Or is it possible that a future SteamCS update will 
> make it so CS doesn't crash when touching cached entities?  
> If not, my mod is dead =(
> 
>      -----David "BAILOPAN" Anderson
> 
> 
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