client_ragdoll
		
		
		
		
		
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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 CBaseAnimating's BecomeRagdoll input is used
Example:This is created when a CBaseAnimating's BecomeRagdoll input is used
 Question: What's the purpose of client-side LINK_ENTITY_TO_CLASS?
 Question: What's the purpose of client-side LINK_ENTITY_TO_CLASS?
		
	

|  Class hierarchy (client) | 
|---|
| C_ClientRagdoll | 
|  c_baseanimating.cpp | 
client_ragdoll  is a   clientside entity  available in all  Source games. It is a client-side version of prop_ragdoll where VPhysics are simulated on the client's end.
 Source games. 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 (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 CBaseAnimating's BecomeRagdoll input is used
Example:This is created when a CBaseAnimating's BecomeRagdoll input is used Question: What's the purpose of client-side LINK_ENTITY_TO_CLASS?
 Question: What's the purpose of client-side LINK_ENTITY_TO_CLASS?