Thanks, I'm just trying to understand the overall stuff before I try to learn bout details.
First thing is to understand how the game engine (which Valve made) calls the game.dll (which I as the mod maker am spose to make) and where the client.dll comes in. Non of the docs tell this. They assume I allready know. I'll check out this link, Thanks. ----- Original Message ----- From: "jc" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, December 25, 2003 3:17 PM Subject: RE: [hlcoders] Huh? > It might be easier if you had a goal, for example if you want to create > something mappers use to put a static model in the world we could point u to > a specific example. Have you visited www.thewavelength.net ? that has some > tuts and also hosts the hl tut directory thingie. > > jc > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of K. Mike > Bradley > Sent: 25 December 2003 20:05 > To: [EMAIL PROTECTED] > Subject: [hlcoders] Huh? > > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I am looking thru the MP.dll source and I am trying ti find the functions or > entry points. > > > I see in game.cpp the func ... GameDLLInit > > I guess this is called once by the engine? > > what are the func (and in what files) are the engine call backs? > > How does this thing work? > -- > > > _______________________________________________ > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

