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[ Picked text/plain from multipart/alternative ]
Definitely seems like it, but the values remain clamped to at least below 1k
which seems odd.
Will report back after more debugging.

On 12/13/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> Sounds like you're writing through a bad pointer or something.  I'd set
> a memory breakpoint on a test entity's movetype member variable and
> debug it that way.
>
> Jay
>
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Ryan Sheffer
> > Sent: Wednesday, December 13, 2006 4:39 PM
> > To: [email protected]
> > Subject: Re: [hlcoders] Movetype Problem
> >
> > --
> > [ Picked text/plain from multipart/alternative ] We are still
> > on the search for this problem, but I am sure we will figure
> > it out sooner or later.
> > Currently both the client and server side MoveType for ents
> > on spawn and durring usage are using the correct movetypes.
> > PhysicsSimulate in physics_main_shared.cpp on the other hand
> > is giving us numbers way out of range, but not always. Moving
> > ents and beams usually cause the most problems.
> >
> > we still are not sure what is changing the movetype of these
> > objects and a little insight on how the physics system is
> > receiving these numbers would be great. We need to figure out
> > why this is happening and with such random numbers.
> >
> > On 12/11/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> > >
> > > Hello,
> > >
> > > My mod has recently started encountering a problem with
> > movetypes.  It
> > > seems that the movetypes of some entities (so far I have
> > observed it
> > > happening to env_beam, trigger_once, trigger_hurt, func_door, and
> > > func_door_rotating) are getting forcibly changed to random
> > numbers and
> > > triggering a warning and an assert in
> > physics_main_shared.cpp.  These
> > > seem to occur every server think and really take a toll on the
> > > server's performance.  One example of what the warning prints is:
> > > PhysicsSimulate: trigger_hurt bad movetype 170.  I have seen almost
> > > any number up to 254 as the movetype, and sometimes I am
> > able to watch
> > > the console and see the number change every few thinks,
> > growing until
> > > it reaches 254 and then starting over again from 0.  The
> > assert seems
> > > to only start happening once a player (or possibly other
> > entities, I
> > > have not
> > > tested) touch the beam/trigger/door.  I have tried to debug this
> > > problem myself, but I just can't figure out what is changing the
> > > movetype.  I have put breakpoints in CBaseEntity::SetMoveType, but
> > > they never trigger as the movetype on the entity changes and causes
> > > the asserts.  Any help that anyone can give is appreciated.
> > >
> > > Jory - "Hyperjag3"
> > >
> > > _________________________________________________________________
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> > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
> >
> >
> > --
> > ~skidz
> > --
> >
> > _______________________________________________
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> >
> >
>
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>


--
~skidz
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