Well there has been a Steam update since then so I guess it could be a Steam regression.
Ok, so then my speculation was right that the CBaseEntity::TakeDamage is indicative of the need to not do actual damage during callbacks, the reason apparently being that damage could lead to an entity dieing and subsequently being deleted or something. So calling either TakeDamage or PhysCallbackDamage should be fine. I've added a KI note on the SDK KI list to that end. The only physics-related console messages are: Object attached to Physcannon has no physics object SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl) SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_industrial_cluster.mdl) SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_deciduous_card_01_skybox.mdl) I'll try to figure out if those are actually bad or just overly verbose informative messages. At 2006/06/30 12:59 AM, Jay Stelly wrote: >PhysCallbackDamage() queues up the damage event so it occurs after >simulation is finished. The normal code path for TakeDamage() handles >this automatically. So it's fine to call TakeDamage() from a callback. >Calling UTIL_Remove() or delete on an entity during a callback may >corrupt vphysics. > >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of >> [EMAIL PROTECTED] >> Sent: Thursday, June 29, 2006 9:03 PM >> To: [email protected] >> Subject: Re: [hlcoders] Physical Mayhem bug again! Death by >> Touch considered harmful?? >> >> Apparently what's bad is doing damage while vphysics.dll has >> done a callback for one of its ShouldCollide things or >> something. Inside the CBaseEntity::TakeDamage there is this code: >> >> if (PhysIsInCallback()) { >> PhysCallbackDamage(this, inputInfo); } else { >> ... actually do the damage... >> } >> >> So as far as I can tell damage inside a Touch should be legal >> as far as the physics is concerned. Can Valve please confirm? >> >> However as a test I've changed my code inside the touch >> function to do a PhysCallbackDamage() ... will see if it >> makes a difference. >> >> At 2006/06/25 01:52 PM, [EMAIL PROTECTED] wrote: >> >After a month or so without the commonplace Physical Mayhem >> bug that repros in HL2DM, I have now managed to create a new >> Physical Mayhem bug that's possibly unique to my mod, or at >> least to mods with similar features. This one is a bit >> harder to repro - I've only seen it twice in the last week or so. >> > >> >It seems to be tied to a recent code change (or is otherwise >> a great coincidence) that allows for high-speed players to do >> damage to each other when they collide. So what I'm >> suspicious of is this: is there some undocumented bug/feature >> in vphysics.dll that could cause Physical Mayhem if players >> died or fragged while in the CHL2MP_Player::Touch(CBaseEntity >> *pOther) function? >> > >> >I could theoretically add a delay mechanism to take note of >> the damage and come back and apply the damage later. I'm >> extra suspicious this may be required because >> CCollisionEvent::AddDamageEvent seems to be doing just that >> sort of thing. >> > >> >_______________________________________________ >> >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 >> >> > >_______________________________________________ >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

