Random thought when you mentioned it could be the Strider. If you're using
the Orange Box, you gotta make sure it uses the new Strider model, I imagine
it could result in a crash if you don't (not sure there is a new model
though, and I don't have Episode Two installed here, so sorry if I've wasted
your time ;-)).

/ScarT


On 11/04/2008, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> 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
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