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Question Day of Defeat — SetupBones Access Violation in ESP Render

byte_corvus

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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:

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
  1. 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.
  2. Entity interface issues — in some older Source versions, calling SetupBones directly on the entity pointer instead of the IClientRenderable interface offset causes access violations.
  3. 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.
  4. 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:
Code:
auto renderable = reinterpret_cast<IClientRenderable*>((uintptr_t)ent + 0x4); // Adjust offset for DOD version
renderable->SetupBones(bones, 128, 0x100, G::Vars->curtime);
Also, ensure your G::Vars->curtime is actually valid and not a junk value passed from a bad pointer.

Anyone else dealt with this specific crash on this DOD branch lately? Drop your logs below.
 
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