From c54bfc816c7d256423ded05dbc24059bb07b16c0 Mon Sep 17 00:00:00 2001 From: nullsystem <15316579+nullsystem@users.noreply.github.com> Date: Thu, 11 Jun 2026 21:51:25 +0100 Subject: [PATCH] Fix GCC 16 c_baseentity connect/disconnect game crash Just connect and disconnect local server game multiple of times. Without this fix it'll crash within 1st-4/5th time, seemly on uninit pointer on deinit. --- src/game/client/c_baseentity.h | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/game/client/c_baseentity.h b/src/game/client/c_baseentity.h index b5c64a5752..b0b6072940 100644 --- a/src/game/client/c_baseentity.h +++ b/src/game/client/c_baseentity.h @@ -1646,9 +1646,15 @@ class C_BaseEntity : public IClientEntity #if !defined( NO_ENTITY_PREDICTION ) // For storing prediction results and pristine network state +#ifdef NEO + byte *m_pIntermediateData[ MULTIPLAYER_BACKUP ] = {}; + byte *m_pOriginalData = nullptr; + int m_nIntermediateDataCount = 0; +#else byte *m_pIntermediateData[ MULTIPLAYER_BACKUP ]; byte *m_pOriginalData; int m_nIntermediateDataCount; +#endif bool m_bIsPlayerSimulated; #endif