It repeats the error infinitely. What should I do to fix it?
PHP Code:
L 06/20/2023 - 10:34:30: [SM] Blaming: 00witchred.smx
L 06/20/2023 - 10:34:30: [SM] Call stack trace:
L 06/20/2023 - 10:34:30: [SM] [0] GetEntPropVector
L 06/20/2023 - 10:34:30: [SM] [1] Line 755, D:\Program\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\00witchred.sp::CreateParticle
L 06/20/2023 - 10:34:30: [SM] [2] Line 1127, D:\Program\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\00witchred.sp::WhiteFire
L 06/20/2023 - 10:34:30: [SM] Exception reported: Entity 302 (302) is invalid
L 06/20/2023 - 10:34:30: [SM] Blaming: 00witchred.smx
L 06/20/2023 - 10:34:30: [SM] Call stack trace:
L 06/20/2023 - 10:34:30: [SM] [0] GetEntPropVector
L 06/20/2023 - 10:34:30: [SM] [1] Line 755, D:\Program\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\00witchred.sp::CreateParticle
L 06/20/2023 - 10:34:30: [SM] [2] Line 1127, D:\Program\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\00witchred.sp::WhiteFire
PHP Code:
public void CreateParticle(int ent, char[] particleType, float time)
{
char tName[64];
int particle = CreateEntityByName("info_particle_system", -1);
if (IsValidEntity(particle))
{
float pos[3];
[B]GetEntPropVector(ent, Prop_Send, "m_vecOrigin", pos);[/B]
TeleportEntity(particle, pos, NULL_VECTOR, NULL_VECTOR);
GetEntPropString(ent, Prop_Data, "m_iName", tName, sizeof(tName));
DispatchKeyValue(particle, "targetname", tName);
DispatchKeyValue(particle, "parentname", tName);
DispatchKeyValue(particle, "effect_name", particleType);
DispatchSpawn(particle);
SetVariantString(tName);
AcceptEntityInput(particle, "SetParent", particle, particle, 0);
ActivateEntity(particle);
AcceptEntityInput(particle, "start");
CreateTimer(time, DeleteParticles, particle, 0);
}
}
public Action WhiteFire(Handle timer, any witch)
{
CreateTimer(g_iInterval, Ability, EntIndexToEntRef(witch), TIMER_REPEAT);
CreateParticle(witch, "fire_small_01", 1.0);
return Plugin_Continue;
}