Crash Client on disconnect

Hello all,

Why this code make my players crash when it click on disconnect or retry ?

Context : When i connect to my server and look at the emitter no problem, i play etc … but when i click disconnect button later or i type retry command on the console, my gmod crash instantaneously with no error but without this code no crash at all … but no emitter too…

[lua]
include(“shared.lua”)

AddCSLuaFile()

function ENT:Draw()
end

function ENT:Initialize()

self.Emit = ParticleEmitter(self:GetPos())
self:InitializeAsClientEntity()

end

function ENT:Think()
for i = 1, 10 do
local part = self.Emit:Add(self.Material, self:GetPos())
if part then
part:SetVelocity(Vector(math.random(-180, 180), math.random(-180, 180), 90):GetNormal() * 80)
part:SetStartAlpha(100)
part:SetEndAlpha(100)
part:SetDieTime(15)
part:SetLifeTime(0)
part:SetStartSize(1)
part:SetEndSize(1)
part:SetRoll(math.random(0, 360))
part:SetRollDelta(math.random(-10, 10))
part:SetAirResistance( 100 )
part:SetGravity(Vector(0, 0, -10))
end
–self.Emit:Finish() – CRASH
end
–self.Emit:Finish() – CRASH Seems to cause a RunTime Error

if part then part:SetNextThink(CurTime() + 1) end

end

function ENT:OnRemove()
if self.Emit then
self.Emit:Finish()
self.Emit = nil
end
end
[/lua]

function ENT:OnRemove()
if self.Emit then
self.Emit:Finish()
self.Emit = nil

end
end

Entity:InitializeAsClientEntity: “Only works on entities fully created clientside, and as such it has currently no use due to the lack of clientside ents.Create”. Is this entity fully clientside?

I don’t know :confused: but thanks for your reply anyway

[editline]13th January 2017[/editline]

I have tested, no crash for the moment :smiley: