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Didn't the muzzle flashes always use attachments?

I'm sure this assert is triggered because the type of muzzle flash isn't in
the select-case (the type is 0 I think). I don't know much about models and
animation events, but I think this is part of that. The model is kicking off
an animation event to do a muzzle flash - but it's wasting everyone's time
because it's saying "make a muzzle flash but don't really, cya".

I think it used to just show a default muzzle flash - which'd be wrong for
the RPG, right?


On 8/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I just found another model breakage.  The RPG model appears to somehow be
> triggering a muzzle flash, which causes the following assert:
>
> c_te_legacytempents.cpp (1679) : Assertion Failed: 0
>
> Recent Valve SDK code changes seem to imply that muzzle flashes have been
> reworked using attachments, but the intent is unclear.  It seems if anything
> to be a bug in the model, not the code.
>
> Valve?
>
> At 2006/08/27 11:23 AM, [EMAIL PROTECTED] wrote:
> >The client hits "Assert( i >= 0 && i < GetNumSeq() );" in studio.cpp with
> the 357 model, i = 4, and numseq = 2.  This seems to indicate a bug in the
> model itself.  Those numbers are apparently originating in
> IStudioRender::LoadModel(), which is closed-source and undocumented.  I'm
> guessing though that one of the SDK tools might be able to help track down
> the problem.  Any ideas?
>
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