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 > > > > > > _________________________________________________________ > > Do You Yahoo!? > > Get your free @yahoo.com address at http://mail.yahoo.com > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >_________________________________________________________ >Do You Yahoo!? >Get your free @yahoo.com address at http://mail.yahoo.com > >_______________________________________________ >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

