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-   Coding MM:S Plugins & SM Extensions (https://forums.alliedmods.net/forumdisplay.php?f=75)
-   -   Using c_baseplayer in server_plugins (https://forums.alliedmods.net/showthread.php?t=36876)

Geesu 12-09-2004 12:11

Using c_baseplayer in server_plugins
 
Seems like we're going to have to use this to do advanced effects/changes....

Anyone had any luck adding it to their project?

c_baseplayer.h and c_baseplayer.cpp

Eradicator 12-09-2004 15:39

I don't think its possible. Infact I'm 80% sure (rough number, lol) :P Although, someone e-mailed Valve and they responded saying they would look into a way to give the server plugin access to CBasePlayer.

Geesu 12-09-2004 16:14

I'm going to send another email to hlcoders.... b/c this is going to be a necessity... There is SOOOO much there that we had access to in HL1

BAILOPAN 12-09-2004 16:52

I thought we decided earlier that it's CBase, not c_base you want?

c_ stuff is for clients.

also, you should only really use CBase stuff if the functions are virtual, that's at least safer than normal.

Geesu 12-09-2004 22:13

i can't find a cbaseplayer.... I found a cbase.cpp

And I can't use cool effects that are te_ w/cbase I don't think :(

theqizmo 12-11-2004 01:08

I can get CBaseEntity to work.

BAILOPAN 12-11-2004 01:26

you can definitely use CBaseEntity from baseentity.h, as long as you _know_ it conforms properly to the mod.

which as alfred said to you in hlcoders is a poor assumption. several valve employees have now stated they will provide a better interface.

adding baseentity.h to a project is a touchy issue though. Anyone care to reveal the exact include order they used?


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