Quote:
Originally Posted by Jhob94
Well that's not what i have done and is not something that i should do because it is a poor way.
What i have done for don't crash with v_ (that maybe work for p_ too, didn't tested) was hooking pfnModelIndex and return OrpheuSupercede if is one of the models that must not be precached.
For world models i pretend to use pfnSetModel, but i don't want to claim that it is going to work fine since i must look better about it into cssdk.
Off-Topic: Did you guys knew that the game has functions stub_PrecacheModel/Sound/Event that are actually fake functions? I didn't looked at it very deep but my guess is that they are pointers for the engine functions. Well, this guest is based on the fact that i didnt hooked this function and when i unprecached v_knife.mdl, it didn't crashed so i guess this function is some sort of mirror of the engine function. But as i said, didn't looked very deep to claim it
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i mean, go on with your best method to block that models and put in your code in this thread too.
so user can freely block v,p,w models.
it would be great you do that.
because if you give a feature to unprecache those models, sound & sprite, you should give the solution too for avoid crash.
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