Hi all

Ive been debugging a crash which is very hard to replicate. Right now all I
have to work from are the crash dumps.
What I am wondering is if anyone else has come across this crash and managed
to fix it.
The call stack starts in tempents->Update(), then goes through the engine
for awhile, comes back on a effect dispatch and runs the ImpactCallback for
creating bullet holes and making sparks and stuff. Next it goes
PlayImpactSound, which runs C_BaseEntity::EmitSound, and shortly afterwards
crashes on the engine.

All I have determined so far is an npc is shooting, most likely a strider,
and calling this client side impact effect. I cant tell from the dump what
is wrong with the sound data being fed into C_BaseEntity::EmitSound, because
I cant setup a breakpoint for when it would crash. I am currently trying to
find a way to replicate it, but it seems to only happen when you don't want
it to happen. :P

If anyone has any hints or maybe knows about this crash, I need all the help
I can get.

Thanks

-- 
~Ryan
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to