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Description
*a debug break really
D3DDrv.dll!5a31705c() Unknown No symbols loaded.
[Frames below may be incorrect and/or missing, no symbols loaded for D3DDrv.dll] Annotated Frame
D3DDrv.dll!5a35c051() Unknown Non-user code. Cannot find or open the PDB file.
D3DDrv.dll!5a34bd02() Unknown Non-user code. Cannot find or open the PDB file.
D3DDrv.dll!5a32550e() Unknown Non-user code. Cannot find or open the PDB file.
Engine.dll!5c234028() Unknown Non-user code. Cannot find or open the PDB file.
Engine.dll!5c248e5d() Unknown Non-user code. Cannot find or open the PDB file.
Engine.dll!5c23ba91() Unknown Non-user code. Cannot find or open the PDB file.
Core.dll!5c473f71() Unknown Non-user code. Cannot find or open the PDB file.
Core.dll!5c43a9b5() Unknown Non-user code. Cannot find or open the PDB file.
SplinterCell2.exe!10192d9b() Unknown Non-user code. Cannot find or open the PDB file.
Core.dll!5c4737e0() Unknown Non-user code. Cannot find or open the PDB file.
SplinterCell2.exe!10192d82() Unknown Non-user code. Cannot find or open the PDB file.
Core.dll!5c4737e0() Unknown Non-user code. Cannot find or open the PDB file.
d3d9.dll!CD3DDDIDX10TL::SetViewport() Unknown Non-user code. Symbols loaded without source information.
45160a8f() Unknown Non-user code
> d3d8.dll!Direct3DDevice8::SetRenderState(_D3DRENDERSTATETYPE State=0x00000173, unsigned long Value=0x0f000100) Line 751 C++ Symbols loaded.
void __thiscall UD3DRenderDevice::AssembleAndCreateVertexShader(
UD3DRenderDevice *this,
char *Locale,
unsigned int a3,
unsigned int *a4,
unsigned int *a5)
{
const char *v6; // eax
int v7; // esi
int v8; // eax
struct HKEY__ phkResult; // [esp+Ch] [ebp-8h] BYREF
int v10; // [esp+10h] [ebp-4h] BYREF
phkResult.unused = 0;
v10 = 0;
if ( sub_1000589D(Locale, Locale, (int (__stdcall *)())strlen(Locale), 1u, 0, &phkResult, &v10) < 0 )
{
v6 = (const char *)(*(int (__stdcall **)(int))(*(_DWORD *)v10 + 12))(v10);
appFromAnsi(v6);
appFromAnsi(Locale);
__debugbreak();
}
if ( v10 )
{
(*(void (__stdcall **)(int))(*(_DWORD *)v10 + 8))(v10);
v10 = 0;
}
v7 = **((_DWORD **)this + 4517);
v8 = (*(int (__stdcall **)(int, unsigned int *, unsigned int))(*(_DWORD *)phkResult.unused + 12))(
phkResult.unused,
a5,
a3);
if ( (*(int (__stdcall **)(_DWORD, unsigned int *, int))(v7 + 300))(*((_DWORD *)this + 4517), a4, v8) < 0 )
__debugbreak();
if ( phkResult.unused )
{
(*(void (__stdcall **)(int))(*(_DWORD *)phkResult.unused + 8))(phkResult.unused);
phkResult.unused = 0;
}
if ( v10 )
(*(void (__stdcall **)(int))(*(_DWORD *)v10 + 8))(v10);
}
Game code ends up at a second __debugbreak(); location.
If I continue, same happens after
HRESULT STDMETHODCALLTYPE Direct3DDevice8::SetVertexShaderConstant(DWORD Register, const void *pConstantData, DWORD ConstantCount)
{
return ProxyInterface->SetVertexShaderConstantF(Register, static_cast<const float *>(pConstantData), ConstantCount);
}
and eventually it continues, only some objects aren't visible, like the player:
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