It can be, yes. Blocking the call without mimicking what the engine does means that parents won't be noticed (nor networked to clients) so this can break logics in certain cases.Kami wrote:Would there be any drawbacks to this if I just do whatever I need to do in the hook and return False (without the trampoline)? It seems that this solved the crash for me.
EntityPreHook "touch" crashing
- L'In20Cible
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Re: EntityPreHook "touch" crashing
Re: EntityPreHook "touch" crashing
Would it be possible that returning False in a touch Hook would make any item unpickable? After using this "fix" (not yours, I just tried using return False at the end of the hook) I seem to be unable to pickup any weapon (so at spawn I have none either).
- L'In20Cible
- Project Leader
- Posts: 1536
- Joined: Sat Jul 14, 2012 9:29 pm
- Location: Québec
Re: EntityPreHook "touch" crashing
Totally. If you return False, the engine's code won't be executed. And since you need to touch the weapons to pick them up... I assume the pickup is handled by the m_pfnTouch function.
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