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I'm not really sure how big a deal this is, or if is crashing servers, but
this is happening and cant figure out why. What happens is this: I have a
game mode, where players spawn fully loaded (valve weapons) including the
longjump. When they die, I set DeadPlayerWeapons to return
GR_PLR_DROP_GUN_NO; and DeadPlayerAmmo to return GR_PLR_DROP_AMMO_NO; So the
player does not drop a can. Well that's fine expect when a player died after
shooting an rpg, after the RPG explodes in debug mode I get a user defined
break point to hit. But not always, I would say only 80% of the time. Also
what makes it really weird is the RPG has not been edited. I have checked
all the stuff I edited and even removed it and this still happens. What is
also weird is when I allow the player to drop a can, this does NOT happen.
But there is nothing in PackDeadPlayerIdems that would even begin to suggest
a solution to this problem.

This is the code that executes if a player DOES NOT drop a can:



void CBasePlayer::PackDeadPlayerItems( void )

{

..



if ( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO
)

{

            RemoveAllItems( TRUE );

            return;

}



How the hell can that make a user defined break point hit?



At the end of the function, RemoveAllItems still gets called if a can gets
dropped. I don't think any of this has to do with the real problem, its gota
be something going on in the hl engine.



Could int 3's crash servers?

Do I need to be worried about this problem?

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