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Re: pfnRunPlayerMove - why it may crash?
CS1.5 Working without problems with or without this entity. I have no idea why this sh*t crashing, maybe because pod's trying pickup the entity, but entity already removed from the map, that cause bot to pickup weapon that already has null ptr.
Tested this maps with Official CSBot on CZ, there is not any problems... |
Re: pfnRunPlayerMove - why it may crash?
That pfnRunPlayerMove function crashes also in such situations - If You let Your bot to shoot at some breakable with entity having some v.impulse value > 0, as soon it is shooting at it, the CS crashes in pfnRunPlayerMove. All speeds arguments of bot were as 0, nothing special there, but the game crashes exactly in that function (at least the debugger of MS VC++ 2005 Express shows it). mingw shows the crash in mp.dll (the memory can't be read).
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Re: pfnRunPlayerMove - why it may crash?
Quote:
Code:
try |
Re: pfnRunPlayerMove - why it may crash?
Ok! Maybe it might help. Found workaround for this bug, add to dll.cpp in DispatchSpawn function.
Code:
else if (strcmp (STRING (pent->v.classname), "player_weaponstrip") == 0) |
Re: pfnRunPlayerMove - why it may crash?
Thanks fo the hint, but is there also some workaround for this what I was elaborating about crash with breakables they have v.impulse > 0? It crashes also in mp dll, but last bot function called before crash is pfnRunPlayerMove.
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Re: pfnRunPlayerMove - why it may crash?
Ok, please tell me one map with such entities...
Quote:
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Re: pfnRunPlayerMove - why it may crash?
cs_arabstreets. In the building where terrorists spawn, there are some barrels. They have v.impulse about 60.
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Re: pfnRunPlayerMove - why it may crash?
Not sure if will help but use pEdict->v.impulse in runplayermove()
I see in to the PODbot_mm sources that you call runplayermove() in this way Code:
g_engfuncs.pfnRunPlayerMove (pEdict, vecMoveAngles, pBot->f_move_speed, pBot->f_sidemove_speed, 0, pEdict->v.button, 0, gpGlobals->frametime * 1000); Code:
g_engfuncs.pfnRunPlayerMove (pEdict, vecMoveAngles, pBot->f_move_speed, pBot->f_sidemove_speed, 0, pEdict->v.button, pEdict->v.impulse, gpGlobals->frametime * 1000); |
Re: pfnRunPlayerMove - why it may crash?
Nothing changed, crash as always :(
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Re: pfnRunPlayerMove - why it may crash?
Then no very good fix but at last it will work. Check if the edict have impulse > 0 and if yes then ignore it.
From EPB Code:
bool IsShootableBreakable(edict_t * pent) |
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