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The problem is that the CBasePlayerClass memory has been released, but the pointer is 
still around. This typically happens when you have entities owned by a player that 
disconnects unexpectantly. The entity then tries to reference the now invalid player 
using the old pointer and the result is a core dump.

This is an old pet peave I've had with Valve for a long time in that there is no 
definitive call to the engine to ask if a player is fully connected.

There is one other thing that will cause problems that you shoud be aware of. I'm 
assuming that since your asking if the player is a net client that you're trying to 
tell a player from a bot. You should know that the bot's private data is a different 
size than a normal player. But the engine fails to free the private data when a bot or 
player disconnects and instead tries to reuse it. This causes all sorts of strange 
behaviour and mysterious crashing when running bots. Make sure you call 
"FREE_PRIVATE(pClient)" at the end of  the CHalflifeMultiplay::ClientDisconnect() 
routine to prevent this from happening.
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