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[All Versions?] CRASH: CAI_TrackPather::UpdateCurrentTargetLeading() #203

@steadyfield

Description

@steadyfield

Game: HL2 & EP1 &EP2

Tested on version:
Android Source Engine V1.16: CRASH
Android Source Engine V1.09: CRASH
Windows version Source Engine compiled from [latest] code: CRASH

To reproduce the problem:
Step 1: Load a map, I used an old version of gm_flatgrass or a custom map I made.
Step 2: In console, enter sv_cheats 1, then ch_createairboat to create an airboat.
Step 3: In console, enter ent_create npc_helicopter or give npc_helicopter to create a helicopter NPC.
Step 4: Enter the airboat, then the game will CRASH.

Also, I tried some other NPCs, such as APC (prop_vehicle_apc + npc_apcdriver) by using my entity .cfg script, sometimes the game will also crash as the player enters the airboat. Maybe for the npc_strider, the game will also crash?

On Windows version, attaching hl2_launcher.exe to Visual Studio for debugging, when the game crashes, the VS says "ACCESS VIOLATION" stops at const Vector &vecTarget = m_pCurrentPathTarget->GetAbsOrigin(); in void CAI_TrackPather::UpdateCurrentTargetLeading() in ai_trackpather.cpp.

Here is the "Call Stack":

>	server.dll!CAI_TrackPather::UpdateCurrentTargetLeading() Line 1030	C++
 	server.dll!CNPC_AttackHelicopter::Hunt() Line 4780	C++
 	server.dll!CBaseHelicopter::HelicopterThink() Line 328	C++
 	server.dll!CBaseEntity::PhysicsDispatchThink(void(CBaseEntity::*)() thinkFunc) Line 940	C++
 	server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex, void(CBaseEntity::*)() thinkFunc) Line 2119	C++
 	server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod) Line 1915	C++
 	server.dll!CBaseEntity::StepSimulationThink(float dt) Line 1637	C++
 	server.dll!CBaseEntity::PhysicsStep() Line 1780	C++
 	server.dll!Physics_SimulateEntity(CBaseEntity * pEntity) Line 2010	C++
 	server.dll!Physics_RunThinkFunctions(bool simulating) Line 2064	C++
 	server.dll!CServerGameDLL::GameFrame(bool simulating) Line 1230	C++
 	engine.dll!CServerPlugin::GameFrame(bool simulating) Line 424	C++
 	engine.dll!SV_Think(bool bIsSimulating) Line 2859	C++
 	engine.dll!SV_Frame(bool finalTick) Line 2960	C++
 	engine.dll!_Host_RunFrame(float time) Line 3247	C++
 	engine.dll!Host_RunFrame(float time) Line 3619	C++
 	engine.dll!CHostState::FrameUpdate(float time) Line 648	C++
 	engine.dll!HostState_Frame(float time) Line 125	C++
 	engine.dll!CEngine::Frame() Line 432	C++
 	engine.dll!CEngineAPI::MainLoop() Line 1544	C++
 	engine.dll!CModAppSystemGroup::Main() Line 2113	C++
 	engine.dll!CAppSystemGroup::Run() Line 383	C++
 	engine.dll!CEngineAPI::RunListenServer() Line 1827	C++
 	engine.dll!StaticRunListenServer(void * arg) Line 1843	C++
 	tier0.dll!CatchAndWriteContext_t::Invoke() Line 379	C++
 	tier0.dll!CatchAndWriteMiniDump_Impl(CatchAndWriteContext_t & ctx) Line 446	C++
 	tier0.dll!CatchAndWriteMiniDumpForVoidPtrFn(void(*)(void *) pfn, void * pv, bool bExitQuietly) Line 524	C++
 	engine.dll!CEngineAPI::Run() Line 1921	C++
 	launcher.dll!CAppSystemGroup::Run() Line 383	C++
 	launcher.dll!LauncherMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 1487	C++
 	hl2_launcher.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 141	C++

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