Dave Gomboc wrote: > > I'll try to get the ball rolling. > http://developer.valvesoftware.com/wiki/Edict_t is almost completely > blank (and nor is there material for CBaseEdict). The minimal > description provided, however, suggests that edict_t is not an > unimportant class. What can you tell me about it? What ought a creator > of mods and/or server plugins know about edict_t? Feel free to respond > on this mailing list, and I'll consolidate your responses into the wiki > page.
We (hlcoders) had discussed edict a long time ago. I was looking back for the original post (from Jay Stelly, I believe) that said that "edict" was Carmack's term for "entity dictionary" which was basically a way to store basic properties about an entity (location, rotation, etc.). Since the engine was compiled with a specific edict structure, your mod code can not just add or remove properties to the edict structure otherwise you have a size mismatch between what the engine thinks the size of this structure is and what your mod thinks this structure is (which leads to either the engine or your mod stomping on the wrong locations in memory and causing all kinds of problems). The only thing Google points to when searching for "hlcoders quake edict" is this from Ken Birdwell... http://www.mail-archive.com/[email protected]/msg01215.html -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

