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Re: pfnRunPlayerMove - why it may crash?
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The Storm
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Default Re: pfnRunPlayerMove - why it may crash? - 20-05-2006

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)
{
    return (pent->v.impulse == 0
            && pent->v.takedamage > 0
            && pent->v.health < 1000.0
            && !FBitSet(pent->v.spawnflags, SF_BREAK_TRIGGER_ONLY));
}
  
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