- Joined
- Feb 2, 2007
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It's going to be re-opened in a few hours, correct?
Main thing I'm curious about is if you have the same issue in your build. Even if I bypass the whole m_pfnThink function call, I still get the same odd frozen-mid-death result, with an animation error instead, as I wrote to ye. We've not done anything that should affect the death sequences of monsters that I can think of, so I'm wondering if I somehow slipped somewhere or neglected to dot an i or cross a t as it were.The Man In Black said:You might have to go do it yourself >_>
Suggestion:
At the top of the function, do:
int DBG = 0;
#define DBG_OUT Print("m_pfnThink - %i\n", DBG++)
Then spam the DBG_OUT like crazy until you narrow down a better idea of the problem >_>