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TRACE_TEXTURE weirdnesses
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two_masks
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Default TRACE_TEXTURE weirdnesses - 05-05-2004

Got another one for you all:

I'm using TRACE_TEXTURE to determine the texture a player is standing on (for hearing purposes, as covered in a thread from last week). However, it seems to be doing strange things to the stack: depending on how much code follows it, my return values get all messed up. I'm guessing it's a stack corruption because adding a LOG_CONSOLE to track my return value "fixed" the problem, that is, until I added some more code, at which point it went haywire again. Has anybody every experienced this before?

Here's a snippet of my code where the actual call happens:

Code:
 
 	float rgfl1[3];
 	float rgfl2[3];
 
 	const char * pTextureName;
 		    
 	v_source = pPlayer->v.origin;
 	v_dest = pPlayer->v.origin;
 	v_dest.z = v_dest.z - 1000;
 
 	pPlayer->v.origin.CopyToArray(rgfl1);
 	v_dest.CopyToArray(rgfl2);
 
 	pTextureName = TRACE_TEXTURE( ENT(0), rgfl1, rgfl2 );
Any thoughts?

-JB
  
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