   hge mouse position
  hey guys,could you tell me what's wrong with this?    float* mouse_x;    float* mouse_y; hge->Input_GetMousePos(mouse_x, mouse_y);it compiles fine, but gives a runtime error on the last line...   
  Never heard of HGE before, but according to their documentation, that call should be fine if hge is valid. Are you sure hge is not NULL?   ;  yes, because on this works:   if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true;and so does this:   hge->Input_SetMousePos(600, 600);   ;  Are you linking with the latest version f HGE? What runtimer error do you get i.e. what does it say? Maybe hge is NULLed after the example calls but before the failed call?   ;  i downloaded it two days ago so it'd better be the last version :)here is my gameloop, it runs just fine with the getmousepos commented out:bool FrameFunc(){float* mouse_x=NULL;    float* mouse_y=NULL;    if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true;    //hge->Input_GetMousePos(mouse_x, mouse_y);    //if (!mouse_x){MessageBox(NULL, hge->System_GetErrorMessage(), "Error", MB_OK | MB_ICONERROR | MB_SYSTEMMODAL);}    screensprite=new hgeSprite(map, 100, 100, 900, 700);    hge->Gfx_BeginScene();    screensprite->Render(0,0);    hge->Gfx_EndScene();   delete screensprite;return false;}I don't understand why it doesn't work...hge isn't null because if i put this right before the getmousepos, nothing happens:    if (!hge){MessageBox(NULL, hge->System_GetErrorMessage(), "Error", MB_OK | MB_ICONERROR | MB_SYSTEMMODAL);}   ;  I think I got it now with help from this cached google pageI guess that inside Input_GetMousePos() HGE uses *mouse_x = ..., so to get it to work you should do this:  float mouse_x;  float mouse_y;  hge->Input_GetMousePos(&mouse_x, &mouse_y);because then *mouse_x = ... will be valid.   ;  Try thisfloatx, y;hge->Input_GetMousePos(&x,&y);Also HGE users are happy to help out on the HGE Forums :)Edit: Curses beaten to the punch :)   ;  thanks a lot guys (both of you)it worked :)   ;  Plus, HGE is now Open Source. Why not go into debug mode and step through if there are any other errors that occur.   