Well if 2 chars are coming to each other then both of them crashes. Even with new characters.
Its not crashing when only 1 char is there without any other chars arround. And it doesnt matter at wich location it is.
Run it in debug. This comes up
Code that shows up.
MoverMsg.cpp
Code:
void CMover::SetDestPos( const D3DXVECTOR3 & vDestPos, bool bForward, BOOL fTransfer )
{
m_vDestPos = vDestPos;
#ifdef __BS_ADJUST_SYNC
m_bForward = true; //sun
#else
m_bForward = bForward;
#endif
D3DXVECTOR3 vDir = GetPos() - m_vDestPos;
m_bPositiveX = ( vDir.x > 0.0f );
m_bPositiveZ = ( vDir.z > 0.0f );
ClearDestObj();
#ifdef __CLIENT
if( IsActiveMover() && fTransfer )
{
g_DPlay.PutPlayerDestPos( vDestPos, bForward );
}
#endif
}
Problem found it was due to an other system that i implented that produces this error.
So i need to fix that system. I have removed it and now its back to normal.






