This was probably introduced due to replays, and yes it is the sort of thing that has been bugging us all since 2.0 was released, and since this is something that bugs us all this thread motivated me to fix it, so here is a patch: (address, before, after)
Code:
16EB0,
833D280C4500027D498B44240C833800B9010000007408390D2C84450075338B542408833A00752A8B44240480480820833DDC0B45000075198BC12B05C00B4500010D1C0C4500A3C00B4500890D280C4500C3CCCC,
833D280C4500027D4A8B44240C833800B9010000007408390D2C84450075348B542408833A00752B8B44240480480820C705DC0B4500000000008BC12B05C00B4500010D1C0C4500A3C00B4500890D280C4500C3CC
And here is an exe with the patch applied:
http://www.mediafire.com/download/047k23.../f7fix.exe
Interestingly this does not break replays in any significant way. The replay is saved when the scoreboard first appears and plays fine even in an unmodified executable. If you then press F7 the rest of the match will not be recorded but everything else will work fine.
Only if you press F7 before the replay is saved, but after the match has ended, will the replay fail to play in an unmodified executable.
I only tested this in VS mode, things might explode elsewhere.
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volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
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