I've found in the code a very very very ghetto fix but that makes the player's corpses staying in the ground once they die.
Just after this line in your attack.cpp: (~1317)
Code:
entity_list.AddCorpse(new_corpse, GetID());
add
Code:
entity_list.SendZoneCorpsesBulk(this);
It's very ghetto as everyone will can see/loot the corpse but the player who' just died will crash everytime. I think I understand why when I looked at the SendZoneCorpsesBulk thingie, it's like I send a corpse zone's update to the client who just died once he 's dead, but honestly why should'nt it work after all?
and if I add:
Code:
entity_list.SendZoneCorpsesBulk(other->CastToClient());
it makes a zone corpse's update to the player who has killed the other one. The player killer crashes, but not the player who just died, this time..
Any help would be appreciated,
Thx by advance
Mag