This article's documentation is for anything that uses the Source engine. Click here for more information.

Client ragdoll: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(hmm)
Line 1: Line 1:
{{CD|C_ClientRagdoll|base=C_BaseAnimating}}
{{CD|C_ClientRagdoll|base=C_BaseAnimating|client=1|file1=1}}


{{this is a|point entity|name=client_ragdoll}} It is a client-side version of [[prop_ragdoll]] where [[VPhysics]] are simulated on the client's end.
{{This is a|clientside entity|name=client_ragdoll}} It is a client-side version of [[prop_ragdoll]] where [[VPhysics]] are simulated on the client's end.
 
{{elaborate|what does it mean when clientside entity uses LINK_ENTITY_TO_CLASS ? seems to be able to be saved into a save file that way? }}

Revision as of 04:38, 19 March 2025

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.

Elaborate?: what does it mean when clientside entity uses LINK_ENTITY_TO_CLASS ? seems to be able to be saved into a save file that way?