Remove 'Error(EXIT_FAILURE)' call from 'CreateWeaponBolt()'

The bug has been fixed in the engine.
This commit is contained in:
Kawe Mazidjatari 2023-08-09 02:56:58 +02:00
parent 30031e3275
commit d59a320d69

View File

@ -13,7 +13,14 @@ CBaseEntity* CreateWeaponBolt(Vector3D* origin, Vector3D* end, __int64 unused, f
// Code does NOT check for null, and performing inline assembly is kind of a waste.
// This only happens when 'EntityFactoryDictionary' fails, which only happens when
// there are no edict slots available anymore (usually a bug in scripts).
Error(eDLL_T::SERVER, EXIT_FAILURE, "Unable to create bolt for %s", UTIL_GetEntityScriptInfo(player));
//Error(eDLL_T::SERVER, EXIT_FAILURE, "Unable to create bolt for %s", UTIL_GetEntityScriptInfo(player));
// Amos: The engine code has been modified on assembly level, function
// 'FireWeaponBolt' now checks the pointer returned by this function,
// and returns null if null (script should be able to handle this error
// or cause a soft crash if the entity handle is being used).
Assert(0);
}
return weaponBolt;