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[TF2] using m_flModelScale on a projectile causing server crash


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Honey Senpai
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Join Date: Apr 2017
Old 04-28-2017 , 13:51   [TF2] using m_flModelScale on a projectile causing server crash
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Hello, I need to find a way of resizing the flare projectile in a way that doesn't crash the server on contact with a client. I've tried using m_flModelScale, it works until it crashes into someone, then it crashes the server as you can see above. I tried using SDKHook_StartTouch on another verson, but I'm not sure if I did it right.
HTML Code:
public OnEntityCreated(int iEntity)
{
	if (iEntity && IsValidEntity(iEntity))
	{
		SDKHook(iEntity, SDKHook_StartTouch, OnEntityCollide);
		
	}
}
public Action:OnEntityCollide(iEntity)
{
	if (iEntity && IsValidEntity(iEntity))
	{
		SetEntPropFloat(iEntity, Prop_Send, "m_flModelScale", (1.0, 1.0));
	}
}
i attached the plugin im trying to modify to use flares instead of rockets.
config file goes in configs/dodgeball
Any help would be greatly appreciated!!!!!!
Attached Files
File Type: smx TF2_Dodgeball 2.3.smx (31.3 KB, 125 views)
File Type: cfg general.cfg (9.0 KB, 125 views)
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 04-28-2017 , 13:53   Re: [TF2] using m_flModelScale on a projectile causing server crash
Reply With Quote #2

Howabout SDKHook_SpawnPost
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Last edited by Pelipoika; 04-28-2017 at 13:54.
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Benoist3012
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Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 04-28-2017 , 15:09   Re: [TF2] using m_flModelScale on a projectile causing server crash
Reply With Quote #3

If the solution above doesn't work, and you exhausted every possibilities, then try to use Send Proxy to fake the projectile model scale prop.
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