Thank you so much for the replies!

>> Furthermore, I would like to skip those trap_ and go directly to the 
function,
>> is that alright???

> You could if you linked engine and SDK into one big binary but why would you?

I would like to try that, how do I link the engine and SDK together?
The reason is that we are testing out a compiler that is under development, and 
we would like to avoid "black-box" situations as much as we can. We want every 
part of the program to open to us, so we can modify it to our needs.



Could someone comment on this?
=========
// inside g_syscalls.c
// this file is the one with all trap_
// this file is only included when building a dll
// g_syscalls.asm is included instead when building a qvm
=========
&
=========

Using shared libraries instead of qvm
  To force Q3 to use shared libraries instead of qvms run it with the following
  parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
=========



----- Original Message ----
From: Ben Noordhuis <i...@bnoordhuis.nl>
To: Primary ioquake3 Discussion/Development list <ioquake3@lists.ioquake.org>
Sent: Wed, January 26, 2011 7:30:28 PM
Subject: Re: [ioquake3] what are trap_ used for? And, is it ok not to use them?

On Wed, Jan 26, 2011 at 11:03, Yasir I. Al-Dosary - zgzg2020™
<yasiraldos...@yahoo.com> wrote:
> Hello to all active and lurkers out there who may have an answer,
> Does anyone know what trap_ is used for? For example:
> trap_BotTouchingGoal()
> trap_BotChooseNBGItem()
> ...etc
> Why not BotChooseNBGItem() directly?

The trap_* functions are the glue that connects the SDK with the
engine. It allowed iD to release the SDK without opening up the engine
(back in 2000 or so).

> Furthermore, I would like to skip those trap_ and go directly to the function,
> is that alright???

You could if you linked engine and SDK into one big binary but why would you?
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