Source uses primarily char, const char, and string_t (typedef const char) in the bulk of its code, but wchar_t is used primarily for strings that potentially use Unicode, such as VGUI's localization.
I haven't been in the code for a while, but I think the conversions are accomplished by STRING( char ). On Oct 19, 2011, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote: > > > ------------------------------ > > Message: 2 > Date: Wed, 19 Oct 2011 22:42:20 +1300 > From: Face book <timothy123...@hotmail.com> > To: <hlcoders@list.valvesoftware.com> > Subject: [hlcoders] Conversions and wchar_t > Message-ID: <bay147-w603ded3931de5ea4499055b5...@phx.gbl> > Content-Type: text/plain; charset="iso-8859-1" > > > I'm relatively new to Source SDK (only been playing around with it for a > couple of months) but have been using C++ for 2 years (mainly DirectX) > through Windows of course (though temporary problem with the Boot/BCD folder > being deleted, I'm running from a Linux disk on my laptop) > > > Why is there still a few problems with char * to wchar_t problems still > around, everyone always uses multibyte. > > And is it possible to either paste or create some more code in relation to > model rendering and loading? > > Just in case anyones heard of it, NEVER go there, its a complete waste of > time: > > http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/ > Acrethaen > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/f7095a0d/attachment-0001.html> > > ------------------------------ > > Message: 3 > Date: Wed, 19 Oct 2011 05:24:40 -0700 (PDT) > From: "Adam \"amckern\" McKern" <amck...@yahoo.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Conversions and wchar_t > Message-ID: > <1319027080.9190.yahoomail...@web160709.mail.bf1.yahoo.com> > Content-Type: text/plain; charset="iso-8859-1" > > Tricky Dicky :) Better to go to jay car, or Turks - they have what your after > - but now i am taking this topic off topic. > > ? > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > >> ________________________________ >> From: Face book <timothy123...@hotmail.com> >> To: hlcoders@list.valvesoftware.com >> Sent: Wednesday, 19 October 2011 8:42 PM >> Subject: [hlcoders] Conversions and wchar_t >> >> >> >> I'm relatively new to Source SDK (only been playing around with it for a >> couple of months) but have been using C++ for 2 years (mainly DirectX) >> through Windows of course (though temporary problem with the Boot/BCD folder >> being deleted, I'm running from a Linux disk on my laptop) >> >> >> Why is there still a few problems with char * to wchar_t problems still >> around, everyone always uses multibyte. >> >> And is it possible to either paste or create some more code in relation to >> model rendering and loading? >> >> Just in case anyones heard of it, NEVER go there, its a complete waste of >> time: >> http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/ >> Acrethaen >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/be42d5b2/attachment-0001.html> > > ------------------------------ > > Message: 4 > Date: Wed, 19 Oct 2011 14:02:37 +0100 > From: Saul Rennison <saul.renni...@gmail.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Conversions and wchar_t > Message-ID: > <cad6yl_xbtl2mb586sw+apbxvy84m0xveur4zc3zs4efu8ih...@mail.gmail.com> > Content-Type: text/plain; charset="iso-8859-1" > > It would be possible to create your own model loading code by simply making > a new entity (i.e. prop_custom) and then in your client Render code, fill a > mesh with the vertices, and Draw. > > As for custom rendering, try your own shader. > > > Kind regards, > *Saul Rennison* > > > On 19 October 2011 10:42, Face book <timothy123...@hotmail.com> wrote: > >> I'm relatively new to Source SDK (only been playing around with it for a >> couple of months) but have been using C++ for 2 years (mainly DirectX) >> through Windows of course (though temporary problem with the Boot/BCD folder >> being deleted, I'm running from a Linux disk on my laptop) >> >> >> Why is there still a few problems with char * to wchar_t problems still >> around, everyone always uses multibyte. >> >> And is it possible to either paste or create some more code in relation to >> model rendering and loading? >> >> Just in case anyones heard of it, NEVER go there, its a complete waste of >> time: >> http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/<http://www.productreview.com.au/p/dick-smith-electronics/> >> Acrethaen >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/d124b2fd/attachment-0001.html> > > ------------------------------ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest, Vol 7, Issue 20 > *************************************** _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders