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*>>
>
>
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