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The classic Source Engine struggle — you drop a simple loop for your ESP and suddenly the client decides it's time to CTD. Usually, SetupBones is the culprit here, especially if you're calling it from a hook like PaintTraverse without the right synchronization or if your entity pointers are garbage.
The Problematic Code
Found this snippet being circulated for a Day of Defeat project. It's standard boilerplate, but it's prone to blowing up if the entity state isn't exactly what the engine expects:
Common Crash Causes in DOD/Source Engine
Anyone else dealt with this specific crash on this DOD branch lately? Drop your logs below.
The Problematic Code
Found this snippet being circulated for a Day of Defeat project. It's standard boilerplate, but it's prone to blowing up if the entity state isn't exactly what the engine expects:
Code:
void CHacks_ESP::Render()
{
if (!I::EngineClient->IsInGame())
return;
int nWidth, nHeight;
I::EngineClient->GetScreenSize(nWidth, nHeight);
const int nLocalIndex = I::EngineClient->GetLocalPlayer();
C_DODPlayer* plr = I::EntityList->GetClientEntity(nLocalIndex)->Cast<C_DODPlayer*>();
for (int i = 1; i <= I::EntityList->GetMaxEntities(); i++)
{
if (nLocalIndex == i)
continue;
IClientEntity* ent = I::EntityList->GetClientEntity(i);
if (!ent)
continue;
ClientClass* pCC = ent->GetClientClass();
if (!pCC)
continue;
if (pCC->m_ClassID != EClientClass::CDODPlayer)
continue;
C_DODPlayer* otherPlr = ent->Cast<C_DODPlayer*>();
if (otherPlr->deadflag())
continue;
matrix3x4_t bones[128];
if (!otherPlr->SetupBones(bones, 128, 0x100, G::Vars->curtime))
continue;
Vector vScreen;
if (I::DebugOverlay->ScreenPosition(otherPlr->m_vecOrigin() - Vector(0.f, 0.f, 9.f), vScreen))
continue;
}
}
Common Crash Causes in DOD/Source Engine
- Checking the wrong bone count — while 128 is usually enough, any discrepancy can lead to a stack overflow or heap corruption depending on the SDK implementation.
- Entity interface issues — in some older Source versions, calling SetupBones directly on the entity pointer instead of the IClientRenderable interface offset causes access violations.
- Invalid Mask — using 0x100 (BONE_USED_BY_ANYTHING) is common, but some entities might require more specific flags (like BONE_USED_BY_HITBOX) to initialize correctly.
- Threading — if you're calling this from an asynchronous thread without locking the engine's BoneAccessor, you're asking for a race condition.
Try casting the entity to IClientRenderable before the call:
Also, ensure your G::Vars->curtime is actually valid and not a junk value passed from a bad pointer.
Code:
auto renderable = reinterpret_cast<IClientRenderable*>((uintptr_t)ent + 0x4); // Adjust offset for DOD version
renderable->SetupBones(bones, 128, 0x100, G::Vars->curtime);
Anyone else dealt with this specific crash on this DOD branch lately? Drop your logs below.