public client_disconnect( id ) { if( IsParachute( id ) ) { parachute_reset( id ) } }
public Check_ParachuteOnPlayer( id ) { if( IsParachute( id ) ) { parachute_reset( id ) } }
public GiveMeParachute( id ) { MarkUserParachute( id )
g_iParachuteEnt[ id ] = create_entity( "info_target" )
set_pev( g_iParachuteEnt[ id ], pev_classname, "item_parachute" ) set_pev( g_iParachuteEnt[ id ], pev_aiment, id ) set_pev( g_iParachuteEnt[ id ], pev_owner, id ) set_pev( g_iParachuteEnt[ id ], pev_movetype, MOVETYPE_FOLLOW )
set_pev( g_iParachuteEnt[ id ], pev_nextthink, get_gametime() + 0.01 )
Update parachute model sequence, and hide player parachute model and fix player move frame with set pev_aiment to 0.
Player got Cache_UnlinkLRU error after used parachute and try to fire a gun for example.
After using the parachute the player tried to fire a weapon. At that point the client crashes with the error: Cache_UnlinkLRU
public client_disconnect( id ) { if( IsParachute( id ) ) { parachute_reset( id ) } }
public Check_ParachuteOnPlayer( id ) { if( IsParachute( id ) ) { parachute_reset( id ) } }
public GiveMeParachute( id ) { MarkUserParachute( id )
g_iParachuteEnt[ id ] = create_entity( "info_target" )
set_pev( g_iParachuteEnt[ id ], pev_classname, "item_parachute" ) set_pev( g_iParachuteEnt[ id ], pev_aiment, id ) set_pev( g_iParachuteEnt[ id ], pev_owner, id ) set_pev( g_iParachuteEnt[ id ], pev_movetype, MOVETYPE_FOLLOW )
set_pev( g_iParachuteEnt[ id ], pev_nextthink, get_gametime() + 0.01 )