Howdy,
I was just starting to smile today when everything seemed to be getting to where it should be and no sooner had I fired up the linux binary as soon as a client/bot connects it crashes on a pre call to IGameEventsManager2::FireEvent.
The stack is wildly corrupt and I can't figure out how as this function is a well known function and not a vfunc or sig so I'm stumped - did CS:S OB change the structure of their IGameEventsManager2 since releasing the OB SDK? Windows will run for hours without crashing - stack track here:
http://pastebin.com/hJ550xWy
I'm halfway through implementing a FIFO buffer for the events as I was told of a mishap lately where two events cannot fire in the same GameFrame or the crash happens, is this correct or have I got something very very wrong?
(Windows works fine so I am indeed using the correct directory structure.)
Thanks,
J
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