Jonas 'Sortie' Termansen wrote: > Well, you don't check if pRagdollPhys is a NULL-pointer. > > ----- Original Message ----- > From: "Kyle Gospodnetich" <[email protected]> > To: "Discussion of Half-Life Programming" <[email protected]> > Sent: Sunday, July 05, 2009 3:25 AM > Subject: [hlcoders] Hopwire Vortex issues - Need a little help > > > >> Hello everyone. I'm working on a new weapon for a little project of >> mine, and I decided that the hopwire's vortex effect would be perfect >> for it's secondary attack. The problem is, when the hopwire goes off, it >> crashes if a player is too close to it. This problem is only present on >> the orange box engine, as a clean EP1 engine compile seems to work just >> fine. According to the dumps, this is the line that's crashing. >> >> grenade_hopwire.cpp >> // Ragdolls need to report the sum of all their parts >> CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt ); >> if ( pRagdoll != NULL ) >> { >> // Find the aggregate mass of the whole ragdoll >> ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll(); >> for ( int j = 0; j < pRagdollPhys->listCount; ++j ) >> { >> m_flMass += pRagdollPhys->list[j].pObject->GetMass(); >> } >> } >> else >> { >> // Otherwise we just take the normal mass >> >>>>>>m_flMass += pPhysObject->GetMass(); >> } >> >> It's giving a negative mass. What's weird is, even if I hard code the >> mass ( m_flMass = 10000; ) , it still crashes with a negative mass. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > This is stock Valve made code, and it works fine in EP1. I will add that though, thanks for the tip.
Anyway, I've figured out my problem. It was the vortex attempting to influence the player's model (I have the model visible in first person). _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

