Have you tried using pEnt->v.flags |= FL_KILLME; instead of
RemoveEntity?

Just a thought.

- voogru.

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
Sent: Sunday, February 15, 2004 11:51 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] RemoveEntity: New Question

If this is a repost, sorry... my PINE is acting weird this week.

Now, I know that Alfred told me not to remove CStrike entities.
However, I basically have no choice... I created a mod called "CSDM"
which allows for instant respawning and it became very popular, and now
I have _hoardes_ of people telling me to fix it for Steam... the weapons
built up on the ground and up until now I've been removing
weaponboxes+contents with no problem.

I have gone through a number of crafty but failed solutions, because, in
the end, I have no clue what I'm doing.  I have tried making my OWN
hashing system of entities I remove, and blocking engine calls whose
Entity/offset pointers are illegal... to no success.  I have for hours
watching trace outputs of how the engine reacts to entity removal.  I
even tried rerouting all calls to a single valid entity which was  legal
for CS to modify.

If it's not too much trouble, I'd like to know (Alfred, I think you're
the only one who can really answer this), _is there a way to
RemoveEntity (weaponbox specifically) and block CS calls from crashing?
And if so, what calls would need to blocked?  Would it be possible to,
in a future CS update, put in a checking step in the CS engine which
validates that an entity can be operated on before it blindly tries to
act on it and crash?  Or am I utterly doomed?

Thanks for any response,
     -----David "BAILOPAN" Anderson


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