> However this goes back to the point made before where the > implementation might change and you can't rely on it. > However there is no useful interface equivalent for entities, > so worse come to worst you simply rebuild the plug-in come an > update to the base entity.
No. CBaseEntity can be changed by the mod's server.dll. So in the worst case every mod has a different data structure for CBaseEntity and your plugin needs a different version of its code to access CBaseEntity for each mod. You can't even count on recompiling to fix compatibility for more than a single mod. You really want to access through something like IServerEntity, or some other interface that the mod implements but can't change. That way you insulate your plugin from changes to each mod's code. You're compatible at the binary level, not at the source level. The same thing is true of user messages. There's no guarantee that each mod implements them the same way. The packets could be different in each mod. You'd be better off using an interface that allows the plugin to ask the mod's server.dll to send the message. HL2DM and CS:S are similar enough right now, but if you want your server plugins to continue to work as numerous third party mods appear, you shouldn't rely on the layout of things that aren't versioned/controlled with interfaces. Things will probably diverge pretty quickly. You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM & CS:S. Jay _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

