CSPromod also suffers from this crash, but we crash in a different place.
It seemed to happen when a player was headshotted and hence went straight
to ragdoll. I'll try to find our fix (crude NULL check) when I'm on my dev
machine.



Kind regards,
Saul Rennison


On 23 April 2013 11:26, Radimir Bobev <radimir.bo...@gmail.com> wrote:

>  Hi guys. I’ve been trying to resolve a very strange crash in my
> multiplayer mod for some time now. I’m not even sure how to reproduce it
> consistently since it happens very infrequently – the only thing I’ve
> noticed for certain is that it occurs when a player dies. The crash is on
> the server side. I’m calling it strange because the dump traces it to a
> very unusual spot in physics.cpp, a file I haven’t touched at all. In
> particular, it’s traced to this line:****
>
> ** **
>
> (physics.cpp, line 462)****
>
> ** **
>
> int CCollisionEvent::ShouldCollide_2( IPhysicsObject *pObj0,
> IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 )****
>
> #endif****
>
> {****
>
>        CallbackContext check(this);****
>
> [……….]****
>
> (line 511)****
>
> HERE =>      if ( pEntity0->ForceVPhysicsCollide( pEntity1 ) ||
> pEntity1->ForceVPhysicsCollide( pEntity0 ) )****
>
>                     return 1;****
>
> ** **
>
> As I said the file is untouched from its original state, and it seems to
> have all the proper checks for pEntity0, pEntity1 before referencing them.
> I have some suspicion that it’s actually crashing in some more internal
> part of the engine which I don’t have access to – if it’s not too much
> trouble, could someone have a look at the dump and tell me if I’m missing
> anything? I’ve uploaded it here: http://www.mediafire.com/?z2ceck4597fqz29
> ****
>
> ** **
>
> Kind regards,****
>
> Radimir****
>
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