Segfault

Results 38 comments of Segfault

Not the right way, states should be purely related to mod implementation and not games. But, there is a deeper reversing involved to do this, and it's linked to https://github.com/MafiaHub/MafiaMP/issues/62...

Hint from Mafia2: ```cpp if (!C_Game::GetInstance()->IsInitialized2()) C_PreloadSDS::GetInstance()->FinishPendingSlots(); ```

Hey there, any chance this would get prioritized? I see an interest in being able to notify an external service on a post ticket-purchase event. Thank you!!

Hey @pyramation, encountering same issue here. Any chance you found a solution? Cheers

> > Hey @pyramation, encountering same issue here. Any chance you found a solution? Cheers > > Hi! Recently I'm looking for a solution on this, hopefully it can be...

I'm trying to look if we can replace those lua calls by SDK stuffs yet

So far, I was able to found those ones : ``` M2::C_RangeMeter::Get()->OpenSeason(50); M2::C_SpeechSlotManager::Get()->LoadStage(50); M2::Wrappers::Radio::SetContent("Empire", "all", "Empire_07010"); M2::Wrappers::Radio::SetContent("Classic", "all", "Classic_07010"); M2::Wrappers::Radio::SetContent("Delta", "all", "Delta_07010"); ``` OpenSeaon is not yet working idk why

I've tried and seems that the implementation is crashing. Is it working on ur sides?

This should be discuted more thoroughly because it has side effects on actual and upcoming sdk reversing

At the moment, we can detect aiming / shooting from the local player, broadcast over network, but we cannot apply it back on a remote ped on another networked instance....