psy_commando

callstack npc firebullet

May 14th, 2012
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  1. server.dll!CBaseEntity::FireBullets(const FireBulletsInfo_t & info={...}) Line 1543 C++
  2. server.dll!CAI_BaseNPC::FireBullets(const FireBulletsInfo_t & info={...}) Line 1455 C++
  3. server.dll!CNPC_MetroPolice::FireBullets(const FireBulletsInfo_t & info={...}) Line 2420 C++
  4. server.dll!CBaseEntity::FireBullets(int cShots=1, const Vector & vecSrc={...}, const Vector & vecDirShooting={...}, const Vector & vecSpread={...}, float flDistance=56755.840, int iAmmoType=3, int iTracerFreq=2, int firingEntID=-1, int attachmentID=-1, int iDamage=0, CBaseEntity * pAttacker=0x00000000, bool bFirstShotAccurate=false, bool bPrimaryAttack=true) Line 2541 + 0x16 bytes C++
  5. server.dll!CWeaponPistol::Operator_HandleAnimEvent(animevent_t * pEvent=0x0018d300, CBaseCombatCharacter * pOperator=0x1e5e90a0) Line 200 C++
  6. server.dll!CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t * pEvent=0x0018d300) Line 2242 + 0x34 bytes C++
  7. > server.dll!CAI_BaseNPC::HandleAnimEvent(animevent_t * pEvent=0x0018d300) Line 8619 + 0x16 bytes C++
  8. server.dll!CAI_BehaviorHost<CAI_BaseNPC>::HandleAnimEvent(animevent_t * pEvent=0x0018d300) Line 1866 C++
  9. server.dll!CNPC_MetroPolice::HandleAnimEvent(animevent_t * pEvent=0x0018d300) Line 2964 C++
  10. server.dll!CBaseAnimating::DispatchAnimEvents(CBaseAnimating * eventHandler=0x1e5e90a0) Line 1086 + 0x16 bytes C++
  11. server.dll!CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter * pOperator=0x1e5e90a0) Line 137 + 0x16 bytes C++
  12. server.dll!CBaseCombatCharacter::Weapon_FrameUpdate() Line 1018 + 0x30 bytes C++
  13. server.dll!CAI_BaseNPC::PostRun() Line 3041 + 0x12 bytes C++
  14. server.dll!CAI_BaseNPC::NPCThink() Line 3958 C++
  15. server.dll!CAI_BaseNPC::CallNPCThink() Line 3771 + 0x12 bytes C++
  16. server.dll!CBaseEntity::Think() Line 741 + 0x39 bytes C++
  17. server.dll!CBaseEntity::PhysicsDispatchThink(void (void)* thinkFunc=0x50aef207) Line 935 + 0x8 bytes C++
  18. server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=-1, void (void)* thinkFunc=0x50aef207) Line 2094 C++
  19. server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_BASE_ONLY) Line 1889 + 0xf bytes C++
  20. server.dll!CBaseEntity::StepSimulationThink(float dt=0.10500088) Line 1633 C++
  21. server.dll!CBaseEntity::PhysicsStep() Line 1776 C++
  22. server.dll!CBaseEntity::PhysicsSimulate() Line 1848 C++
  23. server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x1e5e90a0) Line 2004 + 0x12 bytes C++
  24. server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0xf bytes C++
  25. server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1128 + 0xa bytes C++
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