I thought of that after I said it, but I cant go back and edit submitted emails - plus I was out the door. I was reading on irc right after I replied here about that problem he was having, but had to leave. It also depends on where you include it, as windows.h is already included in a couple spots of the sdk (in the client). But of course as you said, if you're not careful and you do plan on having a linux server, you obviously cant include the header on the server without some kind of protection against it, like #ifdef =)
Hmm, now I forget what else I was going to say :/ -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -----Original Message----- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of botman Sent: November 11, 2002 8:25 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Including platform specific headers > If its in the client what does it matter? Only runs in windows =) The problem is that much of the "client" code is shared between the client and the server (and the server can be compiled and run on Linux). If you don't plan on building a Linux version of a MOD, you don't have to worry about platform independence. If you want to build a Linux version of a MOD, you will need to make sure you're not including Windows specific header files that will need to be compiled on Linux. A simple way to prevent this is to use #ifdef to see if you are building for Win32 or Linux... #ifndef __linux__ // windows specific stuff here #include <windows.h> #else // linux specific stuff here #endif Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

