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 |
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.
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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
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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. |
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 :( |
I can get CBaseEntity to work.
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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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