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Try adding the dlls\, \public\ & \game_shared\ directories to your solutions
"Additional include directories" (or whatever its called :p)

/ProZak


On 09/09/2007, Tom Leighton <[EMAIL PROTECTED]> wrote:
>
> 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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> >
> >
> >
>
>
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>
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