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 -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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