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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