It sounds to me like the DLL that the game is loading does not match your
source code.  Try deleting the DLL in your mod directory, then do a
recompile all.  See if the DLL gets copied over properly.  See if that helps.

Rob Prouse
http://www.tourofdutymod.com

At 06:38 PM 4/23/02 -0500, you wrote:
>Further troubles... I tried making this a non-static function, but that
>didn't work either. But here's the REALLY weird part. I was stepping
>through the new function in the debugger:
>
>CSprite* CStreetlamp::MakeSprite( const char* pSpriteName, const Vector
>&origin, BOOL animate  )
>{
>         CSprite* pSprite = GetClassPtr( (CSprite *)NULL );
>         pSprite->SpriteInit( pSpriteName, origin );
>         pSprite->pev->classname = MAKE_STRING("env_sprite");
>         pSprite->pev->solid = SOLID_NOT;
>         pSprite->pev->movetype = MOVETYPE_NOCLIP;
>         if ( animate )
>                 pSprite->TurnOn();
>
>         return pSprite;
>}
>
>It has the exact same error as before. However, I noticed that as I step
>through the function that the value of this, i.e., the street lamp,
>changes three times. First it goes to some seemingly random memory
>location, then it changes to 1, then it goes back to its regular
>location. Is that CRAZY or what?
>
>Upon further inspection, I found that in addition to this calamity, the
>Keyvalue function for the entity is not being called at all. This, too,
>seems a bit odd. My suspicion was that somehow the game is stumbling
>over some of the fgd files and somehow, some way, that's messing up the
>files.
>
>However, I then dropped into the disassembler to check what the assembly
>had to say about it, and learned to my shock that CSprite* pSprite =
>GetClassPtr( (CSprite *)NULL ); has absolutely no assembly counterpart.
>In other words, the compiler is somehow skipping right the f**k over it.
>
>I have absolutely no clue. I'm going to try recompiling all the maps and
>the models involved in the hopes that somehow this will fix itself. Is
>there anyone who's had a similar problem with GetClassPtr? The rest of
>them seem to be compiling so I can't imagine it's a problem with the
>template implementation, but the problems like KeyValue suggest to me
>that it's a run-time problem of some sort, because the fact that
>GetClassPtr didn't compile shouldn't do anything to KeyValue...
>
>Persuter
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED]] On Behalf Of Persuter
> > Sent: Monday, April 22, 2002 6:42 PM
> > To: [EMAIL PROTECTED]
> > Subject: [hlcoders] Sprite problems
> >
> > Hey all, having a bit of a problem here:
> >
> > CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector
> > &origin, BOOL animate )
> > {
> >       CSprite* pSprite = GetClassPtr( (CSprite *)NULL ); <-- This line
> >       pSprite->SpriteInit( pSpriteName, origin );
> >       pSprite->pev->classname = MAKE_STRING("env_sprite");
> >       pSprite->pev->solid = SOLID_NOT;
> >       pSprite->pev->movetype = MOVETYPE_NOCLIP;
> >       if ( animate )
> >               pSprite->TurnOn();
> >
> >       return pSprite;
> > }
> >
> > For some reason, when I execute the following code with
> > "sprites/glow01.spr", multiple times, the indicated line doesn't
>execute
> > at all except for one instance, the last that is tried. When I use the
> > debugger, it completely steps over the line, even when I try to step
> > into GetClassPtr. It's like the line doesn't exist... I try pleading
> > with the debugger, pointing at the line very insistently and so forth,
> > but to no avail.
> >
> > Anyway, so it doesn't execute the line, which means that pSprite does
> > not exist. This does not trouble the program, however, which happily
> > goes along executing the rest of the code, even while the debugger
>shows
> > that pSprite doesn't exist. If I step into the function and check the
> > value of this, I find that indeed it DOES have an address. But that
> > address is never returned, and the program proceeds as if nothing had
> > been returned from the function at all! It doesn't even throw errors.
> > It's very odd.
> >
> > Any ideas?
> >
> > Persuter
> >
> >
> > _________________________________________________________
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>
>
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