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Client ragdoll: Difference between revisions

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{{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.
{{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.
{{Note|Is saved into a save file.}}
{{Note|Is saved into a save file (see [[ObjectCaps#FCAP_SAVE_NON_NETWORKABLE]])}}
{{question|what does it mean when clientside entity uses LINK_ENTITY_TO_CLASS ? Is it what makes the entity be able to be saved to savefile? }}
{{example|This is created when a [[:Category:CBaseAnimating|CBaseAnimating]]'s BecomeRagdoll input is used}}
{{example|This is created when a [[:Category:CBaseAnimating|CBaseAnimating]]'s BecomeRagdoll input is used}}

Revision as of 08:31, 25 April 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.

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