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How to determine virtual functions since update


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Roger Devil
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Join Date: Dec 2004
Location: Germany
Old 12-07-2005 , 13:12  
Reply With Quote #11

Yes, i already done this from Manis list.
But also CBaseCombatWeapon changes. Dont know what,, because CBaseCombatWeapon::GetName() cause a crash. I think they added or removed some virtual functions too.
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BeetleFart
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Join Date: Apr 2004
Old 12-07-2005 , 13:25  
Reply With Quote #12

Thanks Lojo...
That will help me alot..

Unfornuately It puts me back to a problem that I never had resolved correctly..

I get
error C2259: 'CServerNetworkProperty' : cannot instantiate abstract class due to following members:

And I dont remember what I did to get rid of it last time...but I know it wasnt the best way to do it...
Any know what I need to do to my headers to get rid of this?
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Old 12-07-2005 , 14:17  
Reply With Quote #13

Quote:
Originally Posted by BeetleFart
Thanks Lojo...
That will help me alot..

Unfornuately It puts me back to a problem that I never had resolved correctly..

I get
error C2259: 'CServerNetworkProperty' : cannot instantiate abstract class due to following members:

And I dont remember what I did to get rid of it last time...but I know it wasnt the best way to do it...
Any know what I need to do to my headers to get rid of this?
Hmmm...cannot instantiate abstract class...that's odd
That means that the class has a least one pure virtual function...but I just looked at the code for CServerNetworkProperty in "\dlls\ServerNetworkProperty.h" and it's definately not an abstract class. Plus the fact that it works fine for me. Check your headers and make sure there's no pure virtual functions in it somehow, check it's parent classes too, that's the most likely spot. Maybe one of it's parent's pure virtuals didn't get redefined in CServerNetworkProperty. I dunno, that's weird.

If all else fails, you could get the code again from the SDK, see if that works.
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Old 12-07-2005 , 14:22  
Reply With Quote #14

Quote:
Originally Posted by Roger Devil
Yes, i already done this from Manis list.
But also CBaseCombatWeapon changes. Dont know what,, because CBaseCombatWeapon::GetName() cause a crash. I think they added or removed some virtual functions too.
Yeah, I noticed that too. I don't have the tools or knowhow to get the virtual function list for CBaseCombatWeapon, but if someone does get a list, It wouldn't be a problem to fix it. It'll be even easier now, since its base class is CBaseAnimating, which I've already updated.
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Mani
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Join Date: Dec 2004
Location: UK
Old 12-07-2005 , 14:38  
Reply With Quote #15

This is the dump of vfuncs when getting the pistol CBaseCombatWeapon (which of course is derived from CBaseEntity) pointer.

Code:
CWeaponUSP::~CWeaponUSP()
CWeaponUSP::~CWeaponUSP()
CBaseEntity::SetRefEHandle(CBaseHandle const&)
CBaseEntity::GetRefEHandle() const
CBaseEntity::GetCollideable()
CBaseEntity::GetNetworkable()
CBaseEntity::GetBaseEntity()
CBaseEntity::GetModelIndex() const
CBaseEntity::GetModelName() const
CBaseEntity::SetModelIndex(int)
CWeaponUSP::GetServerClass()
CWeaponUSP::GetClassName()
CWeaponUSP::YouForgotToImplementOrDeclareServerClass()
CWeaponCSBase::GetDataDescMap()
CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
CBaseEntity::ShouldCollide(int, int) const
CBaseEntity::SetOwnerEntity(CBaseEntity*)
CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
CBaseCombatWeapon::UpdateTransmitState()
CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool)
CBaseEntity::GetTracerType()
CWeaponUSP::Spawn()
CWeaponCSBase::Precache()
CBaseAnimating::SetModel(char const*)
CBaseEntity::PostConstructor(char const*)
CBaseEntity::ParseMapData(CEntityMapData*)
CWeaponCSBase::KeyValue(char const*, char const*)
CBaseEntity::KeyValue(char const*, float)
CBaseEntity::KeyValue(char const*, Vector)
CBaseEntity::ValidateEntityConnections()
CBaseAnimating::Activate()
CBaseCombatWeapon::ObjectCaps()
CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
CBaseEntity::DrawDebugGeometryOverlays()
CBaseAnimating::DrawDebugTextOverlays()
CBaseEntity::Save(ISave&)
CBaseEntity::Restore(IRestore&)
CBaseEntity::ShouldSavePhysics()
CBaseEntity::OnSave(IEntitySaveUtils*)
CBaseAnimating::OnRestore()
CBaseEntity::RequiredEdictIndex()
CBaseEntity::MoveDone()
CBaseEntity::Think()
CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick()
CBaseAnimating::GetBaseAnimating()
CBaseEntity::GetResponseSystem()
CBaseEntity::DispatchResponse(char const*)
CBaseEntity::Classify()
CBaseEntity::DeathNotice(CBaseEntity*)
CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
CBaseEntity::TakeHealth(float, int)
CBaseEntity::Event_Killed(CTakeDamageInfo const&)
CBaseEntity::Event_KilledOther(CBaseEntity*)
CBaseEntity::BloodColor()
CBaseEntity::IsTriggered(CBaseEntity*)
CBaseEntity::IsNPC() const
CBaseEntity::MyCombatCharacterPointer()
CBaseEntity::GetDelay()
CBaseEntity::IsMoving()
CBaseEntity::DamageDecal(int, int)
CBaseEntity::DecalTrace(CGameTrace*, char const*)
CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
CBaseEntity::OnControls(CBaseEntity*)
CBaseEntity::HasTarget(string_t)
CBaseEntity::IsPlayer() const
CBaseEntity::IsNetClient() const
CBaseEntity::IsTemplate()
CBaseEntity::IsBaseObject() const
CBaseEntity::GetServerVehicle()
CBaseEntity::IsViewable()
CBaseEntity::ChangeTeam(int)
CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
CBaseEntity::CanStandOn(CBaseEntity*) const
CBaseEntity::CanStandOn(edict_t*) const
CBaseEntity::GetEnemy()
CBaseEntity::GetEnemy() const
CBaseCombatWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
CBaseEntity::StartTouch(CBaseEntity*)
CBaseEntity::Touch(CBaseEntity*)
CBaseEntity::EndTouch(CBaseEntity*)
CBaseEntity::StartBlocked(CBaseEntity*)
CBaseEntity::Blocked(CBaseEntity*)
CBaseEntity::EndBlocked()
CBaseEntity::PhysicsSimulate()
CBaseEntity::UpdateOnRemove()
CBaseEntity::StopLoopingSounds()
CBaseEntity::SUB_AllowedToFade()
CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int)
CBaseEntity::FireBullets(FireBulletsInfo_t const&)
CBaseEntity::DoImpactEffect(CGameTrace&, int)
CWeaponCSBase::Respawn()
CBaseEntity::IsLockedByMaster()
CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
CBaseEntity::NetworkStateChanged_m_lifeState()
CBaseEntity::NetworkStateChanged_m_takedamage()
CBaseEntity::NetworkStateChanged_m_iMaxHealth()
CBaseEntity::NetworkStateChanged_m_iHealth()
CBaseEntity::GetDamageType() const
CBaseEntity::GetDamage()
CBaseEntity::SetDamage(float)
CBaseEntity::EyePosition()
CBaseEntity::EyeAngles()
CBaseEntity::LocalEyeAngles()
CBaseEntity::EarPosition()
CBaseEntity::BodyTarget(Vector const&, bool)
CBaseEntity::HeadTarget(Vector const&)
CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
CBaseEntity::GetViewOffset()
CBaseEntity::GetSmoothedVelocity()
CBaseAnimating::GetVelocity(Vector*, Vector*)
CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
CBaseEntity::CanBeSeen()
CBaseEntity::GetAttackDamageScale(CBaseEntity*)
CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
CBaseEntity::CanBePoweredUp()
CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
CBaseEntity::GetGroundVelocityToApply(Vector&)
CWeaponCSBase::PhysicsSplash(Vector const&, Vector const&, float, float)
CBaseEntity::Splash()
CBaseEntity::WorldSpaceCenter() const
CBaseEntity::GetSoundEmissionOrigin() const
CBaseEntity::CreateVPhysics()
CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
CBaseEntity::VPhysicsDestroyObject()
CBaseEntity::VPhysicsUpdate(IPhysicsObject*)
CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*)
CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*)
CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
CBaseEntity::HasPhysicsAttacker(float)
CBaseEntity::PhysicsSolidMaskForEntity() const
CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
CBaseAnimating::GetStepOrigin() const
CBaseAnimating::GetStepAngles() const
CBaseEntity::ShouldDrawWaterImpacts()
CBaseEntity::NetworkStateChanged_m_fFlags()
CBaseEntity::NetworkStateChanged_m_hGroundEntity()
CBaseEntity::NetworkStateChanged_m_vecBaseVelocity()
CBaseEntity::NetworkStateChanged_m_nWaterLevel()
CBaseEntity::NetworkStateChanged_m_flFriction()
CBaseEntity::NetworkStateChanged_m_vecVelocity()
CBaseEntity::NetworkStateChanged_m_vecViewOffset()
CBaseAnimating::GetIdealSpeed() const
CBaseAnimating::GetIdealAccel() const
CBaseAnimating::StudioFrameAdvance()
CBaseAnimating::IsActivityFinished()
CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
CBaseAnimating::BecomeRagdollOnClient(Vector const&)
CBaseAnimating::IsRagdoll()
CBaseAnimating::CanBecomeRagdoll()
CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
CBaseAnimating::SetupBones(matrix3x4_t*, int)
CBaseAnimating::CalculateIKLocks(float)
CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
CBaseCombatWeapon::HandleAnimEvent(animevent_t*)
CBaseAnimating::GetAttachment(int, matrix3x4_t&)
CBaseAnimating::InitBoneControllers()
CBaseAnimating::GetGroundSpeedVelocity()
CBaseAnimating::DrawServerHitboxes(float, bool)
CBaseAnimating::Ignite(float, bool, float, bool)
CBaseAnimating::Extinguish()
CBaseAnimating::SetLightingOriginRelative(CBaseEntity*)
CBaseAnimating::SetLightingOrigin(CBaseEntity*)
CWeaponCSBase::IsPredicted() const
CBaseCombatWeapon::GetSubType()
CBaseCombatWeapon::SetSubType(int)
CBaseCombatWeapon::Equip(CBaseCombatCharacter*)
CWeaponCSBase::Drop(Vector const&)
CBaseCombatWeapon::UpdateClientData(CBasePlayer*)
CBaseCombatWeapon::IsAllowedToSwitch()
CWeaponCSBase::CanBeSelected()
CBaseCombatWeapon::VisibleInWeaponSelection()
CBaseCombatWeapon::HasAmmo()
CBaseCombatWeapon::SetPickupTouch()
CWeaponCSBase::DefaultTouch(CBaseEntity*)
CBaseCombatWeapon::SetViewModelIndex(int)
CWeaponUSP::SendWeaponAnim(int)
CBaseCombatWeapon::SendViewModelAnim(int)
CBaseCombatWeapon::SetViewModel()
CBaseCombatWeapon::HasWeaponIdleTimeElapsed()
CBaseCombatWeapon::SetWeaponIdleTime(float)
CBaseCombatWeapon::GetWeaponIdleTime()
CBaseCombatWeapon::HasAnyAmmo()
CBaseCombatWeapon::HasPrimaryAmmo()
CBaseCombatWeapon::HasSecondaryAmmo()
CBaseCombatWeapon::CanHolster()
CWeaponCSBase::DefaultDeploy(char*, char*, int, char*)
CWeaponCSBase::CanDeploy()
CWeaponUSP::Deploy()
CWeaponUSP::Holster(CBaseCombatWeapon*)
CBaseCombatWeapon::GetLastWeapon()
CBaseCombatWeapon::SetWeaponVisible(bool)
CBaseCombatWeapon::IsWeaponVisible()
CBaseCombatWeapon::ReloadOrSwitchWeapons()
CBaseCombatWeapon::ItemPreFrame()
CWeaponCSBase::ItemPostFrame()
CBaseCombatWeapon::ItemBusyFrame()
CBaseCombatWeapon::ItemHolsterFrame()
CWeaponUSP::WeaponIdle()
CBaseCombatWeapon::HandleFireOnEmpty()
CBaseCombatWeapon::CheckReload()
CBaseCombatWeapon::FinishReload()
CBaseCombatWeapon::AbortReload()
CWeaponUSP::Reload()
CWeaponUSP::PrimaryAttack()
CWeaponUSP::SecondaryAttack()
CBaseCombatWeapon::GetPrimaryAttackActivity()
CBaseCombatWeapon::GetSecondaryAttackActivity()
CBaseCombatWeapon::GetDrawActivity()
CWeaponCSBase::GetDefaultAnimSpeed()
CBaseCombatWeapon::GetBulletType()
CWeaponCSBase::GetBulletSpread()
CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
CBaseCombatWeapon::GetFireRate()
CBaseCombatWeapon::GetMinBurst()
CBaseCombatWeapon::GetMaxBurst()
CBaseCombatWeapon::GetMinRestTime()
CBaseCombatWeapon::GetMaxRestTime()
CBaseCombatWeapon::GetRandomBurst()
CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
CBaseCombatWeapon::GetProficiencyValues()
CBaseCombatWeapon::GetAutoAimTolerance()
CBaseCombatWeapon::StartSprinting()
CBaseCombatWeapon::StopSprinting()
CBaseCombatWeapon::GetDamage(float, int)
CBaseCombatWeapon::SetActivity(Activity, float)
CBaseCombatWeapon::AddViewKick()
CBaseCombatWeapon::GetDeathNoticeName()
CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*)
CWeaponCSBase::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&)
CWeaponCSBase::CalcViewmodelBob()
CBaseCombatWeapon::GetControlPanelInfo(int, char const*&)
CBaseCombatWeapon::GetControlPanelClassName(int, char const*&)
CBaseCombatWeapon::ShouldShowControlPanels()
CWeaponCSBase::GetViewModel(int) const
CBaseCombatWeapon::GetWorldModel() const
CBaseCombatWeapon::GetAnimPrefix() const
CBaseCombatWeapon::GetMaxClip1() const
CBaseCombatWeapon::GetMaxClip2() const
CBaseCombatWeapon::GetDefaultClip1() const
CBaseCombatWeapon::GetDefaultClip2() const
CBaseCombatWeapon::GetWeight() const
CBaseCombatWeapon::AllowsAutoSwitchTo() const
CBaseCombatWeapon::AllowsAutoSwitchFrom() const
CBaseCombatWeapon::GetWeaponFlags() const
CBaseCombatWeapon::GetSlot() const
CBaseCombatWeapon::GetPosition() const
CBaseCombatWeapon::GetName() const
CBaseCombatWeapon::GetPrintName() const
CBaseCombatWeapon::GetShootSound(int) const
CBaseCombatWeapon::UsesClipsForAmmo1() const
CBaseCombatWeapon::UsesClipsForAmmo2() const
CBaseCombatWeapon::GetEncryptionKey()
CBaseCombatWeapon::GetPrimaryAmmoType() const
CBaseCombatWeapon::GetSecondaryAmmoType() const
CBaseCombatWeapon::GetSpriteActive() const
CBaseCombatWeapon::GetSpriteInactive() const
CBaseCombatWeapon::GetSpriteAmmo() const
CBaseCombatWeapon::GetSpriteAmmo2() const
CBaseCombatWeapon::GetSpriteCrosshair() const
CBaseCombatWeapon::GetSpriteAutoaim() const
CBaseCombatWeapon::GetSpriteZoomedCrosshair() const
CBaseCombatWeapon::GetSpriteZoomedAutoaim() const
CBaseCombatWeapon::ActivityOverride(Activity, bool*)
CBaseCombatWeapon::ActivityList()
CBaseCombatWeapon::ActivityListCount()
CBaseCombatWeapon::FallInit()
CBaseCombatWeapon::FallThink()
CWeaponCSBase::Materialize()
CWeaponCSBase::CheckRespawn()
CBaseCombatWeapon::Delete()
CBaseCombatWeapon::Kill()
CBaseCombatWeapon::CapabilitiesGet()
CBaseCombatWeapon::IsRemoveable()
CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool)
CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float)
CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float)
CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float)
CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float)
CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter*)
CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*)
CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter*, bool)
CWeaponCSBase::BulletWasFired(Vector const&, Vector const&)
CWeaponCSBase::ShouldRemoveOnRoundRestart()
CWeaponCSBase::DefaultReload(int, int, int)
CWeaponCSBase::IsAwp() const
CWeaponCSBase::GetMaxSpeed() const
CWeaponUSP::GetWeaponID() const
CWeaponUSP::IsSilenced() const
CWeaponCSBase::SetWeaponModelIndex(char const*)
CWeaponCSBase::UpdateShieldState()
CWeaponUSP::GetDeployActivity()
CWeaponCSBase::DefaultPistolReload()
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BeetleFart
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Join Date: Apr 2004
Old 12-07-2005 , 14:52  
Reply With Quote #16

Quote:
Originally Posted by [email protected]
Quote:
Originally Posted by BeetleFart
Thanks Lojo...
That will help me alot..

Unfornuately It puts me back to a problem that I never had resolved correctly..

I get
error C2259: 'CServerNetworkProperty' : cannot instantiate abstract class due to following members:

And I dont remember what I did to get rid of it last time...but I know it wasnt the best way to do it...
Any know what I need to do to my headers to get rid of this?
Hmmm...cannot instantiate abstract class...that's odd
That means that the class has a least one pure virtual function...but I just looked at the code for CServerNetworkProperty in "\dlls\ServerNetworkProperty.h" and it's definately not an abstract class. Plus the fact that it works fine for me. Check your headers and make sure there's no pure virtual functions in it somehow, check it's parent classes too, that's the most likely spot. Maybe one of it's parent's pure virtuals didn't get redefined in CServerNetworkProperty. I dunno, that's weird.

If all else fails, you could get the code again from the SDK, see if that works.
Thanks..

Im relatively a newb programmer...and I dont know the difference between a pure virtual function and one that isnt..
but I changed this:
//virtual const char* GetClassName() const = 0;
virtual const char* GetClassName() ;
and it now compiles, but I dont know what that if anything it may affect.
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BeetleFart
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Join Date: Apr 2004
Old 12-07-2005 , 18:45  
Reply With Quote #17

Im using the headers you put up for download
and still most of the baseentity things dont work ..
->SetModel and Teleport still do nothing for me (setmodel isnt crashing any more though)


any ideas?
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Old 12-07-2005 , 21:28  
Reply With Quote #18

Hmmm, Yeah I can't seem to get those to work either. They don't crash, they just don't do any thing. I'll go back through the vfunc list and make sure I've got everything again.

Thanks for the list Mani, that'll help a lot

Oh, yeah, Beetle: a pure virtual function is one that is delcared like such:
Code:
virtual return_type FuncName( args ) = 0;
I'm not sure where you found that though, but it shouldn't have any effect as long as it's virtual either way.
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BeetleFart
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Join Date: Apr 2004
Old 12-07-2005 , 21:38  
Reply With Quote #19

Quote:
Originally Posted by [email protected]
Hmmm, Yeah I can't seem to get those to work either. They don't crash, they just don't do any thing. I'll go back through the vfunc list and make sure I've got everything again.

Thanks for the list Mani, that'll help a lot

Oh, yeah, Beetle: a pure virtual function is one that is delcared like such:
Code:
virtual return_type FuncName( args ) = 0;
I'm not sure where you found that though, but it shouldn't have any effect as long as it's virtual either way.
Yeah I dont know enough about virtual pure etc ...
but that was the line it was complaining about ..so I removed the const = 0
and all is good ..it was in IServerWorkable..
and I figured the = 0 would make it static instead of virtual
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c0ldfyr3
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Old 12-07-2005 , 21:58  
Reply With Quote #20

Mani > I told you on L Dukes thread, that method he posted will work for anything you could possibly need or want do, including teleport, health, armour, money, hostage interaction. You can even set things you couldnt without, play with it and see ;)

Maybe Valve intended on doing it that way, but it also means alot more compaitibility, I MEAN ALOT.

I see it as a sign from the coding Gods =)
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