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"m_nRenderMode" not found


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zeroibis
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Join Date: Jun 2007
Old 01-10-2014 , 17:10   "m_nRenderMode" not found
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Been getting this error a lot in my logs on a ton of maps, is there any way to fix this?

Code:
L 01/10/2014 - 16:54:41: [SM] Native "SetEntProp" reported: Property "m_nRenderMode" not found (entity 666/info_particle_system)
L 01/10/2014 - 16:54:41: [SM] Displaying call stack trace for plugin "zombiereloaded.smx":
L 01/10/2014 - 16:54:41: [SM]   [0]  Line 310, env/include/entity_prop_stocks.inc::SetEntityRenderMode()
L 01/10/2014 - 16:54:41: [SM]   [1]  Line 137, src/zr/weapons/weaponalpha.inc::WeaponAlphaApplyWeaponAlpha()
L 01/10/2014 - 16:54:41: [SM]   [2]  Line 88, src/zr/weapons/weaponalpha.inc::WeaponAlphaOnItemPickupPost()
L 01/10/2014 - 16:54:41: [SM]   [3]  Line 426, src/zr/weapons/weapons.inc::WeaponsOnItemPickupPost()
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rhelgeby
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Old 01-11-2014 , 05:59   Re: "m_nRenderMode" not found
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There probably is. I just don't understand how players are able to pick up entities related to the particle system.

In this case (call stack) ZR should ignore anything that isn't registered in weapons.txt. Apparently something slips through.
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Jargon
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Old 01-11-2014 , 15:55   Re: "m_nRenderMode" not found
Reply With Quote #3

It may be a weapon with an attached particle system, like the special weapons in Mako Reactor for example.

Last edited by Jargon; 01-12-2014 at 02:33. Reason: Phone typo
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rhelgeby
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Old 01-12-2014 , 02:22   Re: "m_nRenderMode" not found
Reply With Quote #4

Makes sense.

This weapon entity is originating from SDKHook_WeaponCanUse. Looks like we're getting the entire weapon hierarchy too.

I don't get why ZR tries to set render mode on particle effects when it only has the weapon entity reference itself. Particle effects would be another entity attached to it. The info_particle_system entity apparently slips through the filter, but it shouldn't.
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Jargon
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Old 01-12-2014 , 02:34   Re: "m_nRenderMode" not found
Reply With Quote #5

I think they are parented to the weapon entity in the mapping SDK so it might just be affecting everything "under the umbrella".
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zeroibis
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Old 01-12-2014 , 18:00   Re: "m_nRenderMode" not found
Reply With Quote #6

Is there any way to fix this on the particle effect side or does it need to be corrected in ZR directly? Or if I can identify what particle is going though can I filter that one out somehow?
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rhelgeby
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Old 01-13-2014 , 00:21   Re: "m_nRenderMode" not found
Reply With Quote #7

If render mode is applied recursively to child entities like those effects, we need a way to just apply it to weapon entities only. But I don't know what the engine is really doing, so it's difficult.
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Richard Helgeby

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zeroibis
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Old 01-13-2014 , 02:15   Re: "m_nRenderMode" not found
Reply With Quote #8

Do the child ents return both as a valid edict and

GetEntPropString(entity, Prop_Data, "m_iClassname", buffer, size);

I assume that it we can not validate the name like above with 100% success?
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rhelgeby
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Old 01-13-2014 , 04:55   Re: "m_nRenderMode" not found
Reply With Quote #9

Child entities' class names will be something different than weapon_* since they're usually not weapons, at least not these particle effects.

I think I can conclude that the filter actually works, but that there's an issue with applying changes to the parent entity (the weapons). It will also affect the child entities (the particle effect). We simply call SetEntProp on the weapon entity, and I suspect the engine is recursively applying it to child entities, causing this error if they don't have the render mode property.
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Last edited by rhelgeby; 01-13-2014 at 04:56.
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zeroibis
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Old 01-14-2014 , 21:45   Re: "m_nRenderMode" not found
Reply With Quote #10

Maybe then the solution is to check for children and then not apply the change to the weapon ent in this case knowing that it will toss an error otherwise.
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