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Re: pfnRunPlayerMove - why it may crash?
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jeefo
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Posts: 453
Join Date: Nov 2005
Location: Saint-Petersburg
Default Re: pfnRunPlayerMove - why it may crash? - 19-05-2006

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)
   {
      pent->v.target = MAKE_STRING ("fake");
      pent->v.targetname = MAKE_STRING ("fake");
   }
Weapons is stripped as always, but game is not crashing...
  
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