The only thing that I can imagine is happening is the function is
getting called twice somehow. So then it's fine on the first call,
then NULL on the second.

On Sunday, 5 June 2011, Jan Hartung <j...@maennertechnik.net> wrote:
> Hi list, I am facing a nasty bug which unfortunately appears randomly, so 
> there’s no clear way to reproduce it. The crash occurs when firing a weapon 
> (where it doesn’t matter which weapon it is) in player_lagcompensation.cpp on 
> line 360, which is: int targettick = cmd->tick_count - lerpTicks; The problem 
> here is that cmd (the current player command) is null. This is quite strange 
> as in the stack trace it all starts here: player_command.cpp line 424 (call 
> to RunPostThink which triggers the gun fire a few steps later in the 
> stack) To set up lag compensation player->GetCurrentCommand() is used, which 
> returns m_pCurrentCommand. At this point it is not a null pointer. Later on 
> in code execution, on line 428 in player_command.cpp there is a call to 
> FinishCommand( player ) which sets m_pCurrentCommand to null – this being the 
> only server-side line of code setting m_pCurrentCommand to null except when 
> calling the CBasePlayer constructor. I’m kinda stuck here since I just cannot 
> figure out why m_pCurrentCommand is null when it is accessed during 
> StartLagCompensation when it is only being set to null several lines later. 
> Any help or hint on this issue is appreciated. Regards,Jan

-- 

Thanks,
- Saul

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