The page helped me a lot as well. Although there is one that doesn't seem to
work any more for the mp sdk or maybe it was just a fix for the single
player sdk?
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Server:_util.cpp_.28531.29_:_Assertion_Failed:_.21.22UTIL_GetLocalPlayer.22
I 'fixed' it but don't know if it's totally correct. Here's the changes:
else if ( pEvent->pObjects[index]->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
{
// if the player is holding the object, use it's real mass
(player holding
reduced the mass)
CBasePlayer *pPlayer = NULL, *temp_player = NULL;
temp_player =
ToBasePlayer(pEvent->pEntities[index]->GetOwnerEntity());
if(temp_player && temp_player->edict()){
pPlayer = temp_player;
}
Assert(pPlayer && "object with FVPHYSICS_PLAYER_HELD but no
player holding
it");
if (pPlayer)
{
float mass = pPlayer->GetHeldObjectMass(
pEvent->pObjects[index] );
Assert((mass > 0) && "player was holding object so mass
should be
non-zero");
if (mass > 0)
{
invMass = 1.0f / mass;
}
}
}
From: Jorge Rodriguez <[EMAIL PROTECTED]>
Reply-To: [email protected]
To: [email protected]
Subject: Re: [hlcoders] New SDK impossibly buggy.
Date: Mon, 18 Dec 2006 13:35:15 +0900
[EMAIL PROTECTED] wrote:
Yeah I don't think Valve QA uses debug builds... See
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the
bugzilla page for asserts. Although I can't seem to find the first one
you mention at the moment. I thought I'd filed it though so I'm holding
off on re-filing it.
Yes, I use that page to fix many of the problems in my SDK. I check it
semi regularly to fix the more recent ones. It's very helpful.
--
Jorge "Vino" Rodriguez
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