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Client ragdoll: Difference between revisions

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{{Ent not in fgd|nolink=1|because=is purely client-side entity not spawnable directly}}
{{CD|C_ClientRagdoll|base=C_BaseAnimating|client=1|file1=1}}
{{CD|C_ClientRagdoll|base=C_BaseAnimating|client=1|file1=1}}


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{{Note|Is saved into a save file (see [[ObjectCaps#FCAP_SAVE_NON_NETWORKABLE]])}}
{{Note|Is saved into a save file (see [[ObjectCaps#FCAP_SAVE_NON_NETWORKABLE]])}}
{{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}}
{{question|What's the purpose of client-side LINK_ENTITY_TO_CLASS?}}

Revision as of 17:45, 7 May 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 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?