Yes, thats what I mean, you never assign a value to servergll. You have to get the interface pointer for IServerGameDLL first! Look into the Load function of your plugin, you get the pointer in the same way as you get it for engine, except you have to use the gameServerFactory instead of interfaceFactory.
Greets Ronny
still crashes.
edict_t *ed = engine->PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1); Msg(ed, "Starting Test Run!\n"); IServerGameDLL *servergll; char name[128] = ""; int sizereturn = 0; bool boolrtn = false;
for(int x=2; x<23; x++) { boolrtn = servergll->GetUserMessageInfo(x, (char*)&name, 128, sizereturn); return; Msg(name); Msg("\n"); }
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