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 > > > _______________________________________________ > 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