This is the function where it crashes:
Code:
function car_noise(ENTITY* car,SOUND* sndEngine,SOUND* sndTire,SOUND* sndCrash)
{
// use skills for the sound handles, to handle them individually per car
	if(!car.car_hEngine) 
		car.car_hEngine = ent_playloop(car,sndEngine,100);
	
// tune engine sound according to speed and acceleration		
	if(car.car_hEngine) {
		var freq = 80
			+ 200*abs(car.car_speed/car.car_maxSpeed) 
			+ 100*abs(car.car_torque/car.car_maxTorque);
		snd_tune(car.car_hEngine,100,freq,0);  //80% of real frequency
	}
	
// play tire sound when tires are slipping 	
	if(!snd_playing(car.car_hTire)) {
		if(car_wheelslip(car))
			car.car_hTire = ent_playloop(car,sndTire,100);
	} else {
		if(!car_wheelslip(car)) {
			snd_stop(car.car_hTire);
			car.car_hTire = 0;
		}
	}
	
// play crash sound on abrupt speed changes	or when car topples	
	static var last_speed = 0;
	static var last_roll = 0;
	if((abs(last_speed) > tcar_crashSpeed &&
		abs(last_speed-car.car_speed) > tcar_crashSpeed)
		|| (abs(last_roll) < 90 && abs(car.roll) > 90))
	{
		ent_playsound(car,sndCrash,200);
	}
	last_speed = car.car_speed;
	last_roll = car.roll;		
}



probably car is NULL or something. Also the engine version would help like rojart asked before laugh