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