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Solved [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b [PATCHED]


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Lux
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Join Date: Jan 2015
Location: Cat
Old 12-09-2020 , 17:09   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #31

Quote:
Originally Posted by Dragokas View Post
Timocop, your server is suffering from the identical piece of unsafe valve source code, written in SurvivorUseObject::ShouldGiveUp, and causing null pointer dereference when it call SurvivorBot::IsReachable with NULL argument.

Spoiler


Try such one detour.
Nice job Dragokas, pretty nice fix
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Alex101192
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Join Date: Aug 2018
Old 12-16-2020 , 14:07   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #32

Hey, I just got the same crash. I am going to use this fix and report if it happens again. I am using ABM by the way.
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tRololo312312
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Join Date: Apr 2015
Old 12-29-2020 , 15:03   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #33

I installed this fix since i wasnt sure if this was affecting mine or not, but i noticed that this breaks intros of some custom campaigns where players will stay stuck in the intro camera when its supposed to go back to normal view.
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Dragokas
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Old 12-29-2020 , 15:41   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #34

That means in other case (without this fix) you will have a crash at that moment for sure.
Can do you stable reproduce the broken camera on the specific map?

Somebody who familiar with creating a camera entity can help to improve my fix.
I'm just returning zero, instead of attempt to re-create a broken camera.
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tRololo312312
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Join Date: Apr 2015
Old 12-29-2020 , 16:08   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #35

Yeah the broken camera happens on those maps everytime. Gets fixed when the plugin is removed.
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Dragokas
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Join Date: Nov 2017
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Old 12-29-2020 , 16:24   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #36

What you mean "fixed"... isn't crash happen on that map?
Show the map name, and steps to reproduce.
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tRololo312312
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Join Date: Apr 2015
Old 12-29-2020 , 19:37   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #37

The current maps i know where this happens are these two, there are propably more out there.

https://steamcommunity.com/sharedfil...?id=2210717694
https://steamcommunity.com/sharedfil.../?id=829651765

Also no, it doesnt crash for me without the plugin. But what i have found is that sending "Disable" input to the camera gets you out of it. So if theres a way to automate that, that would be great.
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Dragokas
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Old 12-30-2020 , 09:42   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #38

Which one map in campaign?

Quote:
Originally Posted by tRololo312312 View Post
Also no, it doesnt crash for me without the plugin. But what i have found is that sending "Disable" input to the camera gets you out of it. So if theres a way to automate that, that would be great.
How exactly you do it?
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tRololo312312
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Join Date: Apr 2015
Old 12-30-2020 , 14:01   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #39

Quote:
Originally Posted by Dragokas View Post
Which one map in campaign?
First map on both. Intro doesnt end.

Quote:
Originally Posted by Dragokas View Post
How exactly you do it?
Just used Stripper Source to add extra input to the camera.
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tRololo312312
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Join Date: Apr 2015
Old 12-30-2020 , 15:27   Re: [L4d2] Crash on CMoveableCamera::FollowTarget() + 0x3b
Reply With Quote #40

Sending AcceptEntityInput seems to fix this problem.

Code:
if( !CameraHasTarget(pThis) )
{
	AcceptEntityInput(pThis, "Disable");
	DHookSetReturn(hReturn, 0);
	return MRES_Supercede;
}
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