Ok, i am still having the original issues with baseentity.h and the
CNetworkHandle issues.

d:\code\c++\*\src\dlls\baseentity.h(1502) : error C2061: syntax error :
identifier 'm_hMoveParent'
d:\code\c++\*\src\dlls\baseentity.h(1502) : error C4430: missing type
specifier - int assumed. Note: C++ does not support default-int
d:\code\c++\*\src\dlls\baseentity.h(1502) : warning C4183:
'CNetworkHandle': missing return type; assumed to be a member function
returning 'int'

It seems that the macro isn't actually working, however, if i try
defining the CNetworkHandle macro it gives me a warning about macro
redefinition.

Any ideas? Maybe i need to use the baseentity.h and files from the old
hl2sdk (That cssrpg uses)?

[EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
This is the most volatile way to use stuff from the game in plugins. I know
for sure that CSS:DM scans the memory for the signatures of the functions it
has to use, which is pretty safe, considering that an address or offset can
change when cs:s is recompiled, but the signature can stay the same if the
function itself isn't messed around with. CSS RPG does the same, although it
may use the vtable offsets because it's easier.

If you want to learn about this stuff, take a look at
http://wiki.alliedmods.net/Signature_Scanning and
http://wiki.alliedmods.net/Vfunc_offsets_%28SourceMM%29
--

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