Well my best guess is that the model used to request AE_MUZZLEFLASH and now it 
requests CL_EVENT_MUZZLEFLASH0?  I don't understand why the game would be 
loading different models now though, just because the SDK got updated.

Yes the type was 0 because the options is "", which atoi converts to 0.

At 2006/08/27 02:37 PM, Garry Newman wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>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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