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Client ragdoll: Difference between revisions

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{{question|What's the purpose of client-side LINK_ENTITY_TO_CLASS?}}
{{question|What's the purpose of client-side LINK_ENTITY_TO_CLASS?}}
== Keys ==
{{KV targetname}}

Revision as of 20:14, 4 August 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because is purely client-side entity and not spawnable directly.
C++ Class hierarchy (client)
C_ClientRagdoll
C_BaseAnimating
C_BaseEntity
C++ c_baseanimating.cpp

client_ragdoll is a clientside entity available in all Source Source games. It is a client-side version of prop_ragdoll where VPhysics are simulated on the client's end.

Note.pngNote:Is saved into a save file (see ObjectCaps#FCAP_SAVE_NON_NETWORKABLE)
PlacementTip.pngExample:This is created when a CBaseAnimating's BecomeRagdoll input is used
Icon-silk-question.png Question: What's the purpose of client-side LINK_ENTITY_TO_CLASS?

Keys

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities