http://code.google.com/p/sing-engine/source/browse/trunk/src_main/common/com_model.h?spec=svn25&r=25
2011/12/9 Carlos Sola <jorop...@gmail.com> > Hi Tom > > I'm using quake3 source code and as I see some structures are slightly > different. > > Do you have that com_model.h file/link ? > > > I'm no using right know this structures. First of all I want to understand > them and then see what can I do. > > Thanks > > > 2011/12/9 Tom > > As Tom said, QuakeWorld's source code is your number one reference when you > want to dig deeper in GoldSource's private bits. And don't forget to grab > the modified com_model.h that is somewhere around the Internet and contains > the OpenGL definitions for some of the structs used. Vanilla HLSDK only has > the software renderer ones. > > 2011/12/9 Tom Schumann <schumann.tom at gmail.com > <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>> > > >* Does the Quake source code help any? Where in the code are you > >accessing*>* these structures?* > >**>* On 9 December 2011 10:09, Carlos Sola <joropito at gmail.com > ><https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>> > >wrote:*>**>>* Hello all*>>**>>* I know this question will get a negative > >answer but I don't loose*>>* anything asking.*>>**>>* Is there a way to > >obtain structure definitions for: svs*>>* (server_static_t), sv (server_t) > >and svs.clients (client_t) ?*>>**>>* I'm working on it manually, near of 50% > >on each struct but any help will*>>* be appreciated.*>>**>>* Thanks in > >advance*>> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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