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....@gmail.com> > Does the Quake source code help any? Where in the code are you accessing > these structures? > > On 9 December 2011 10:09, Carlos Sola <jorop...@gmail.com> 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 >> >> >> > > _______________________________________________ > 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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