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Using c_baseplayer in server_plugins


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Geesu
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Join Date: Mar 2004
Location: Cincinnati, OH
Old 12-09-2004 , 12:11   Using c_baseplayer in server_plugins
Reply With Quote #1

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
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Eradicator
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Join Date: Dec 2004
Location: Canada
Old 12-09-2004 , 15:39  
Reply With Quote #2

I don't think its possible. Infact I'm 80% sure (rough number, lol) 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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Geesu
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Join Date: Mar 2004
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Old 12-09-2004 , 16:14  
Reply With Quote #3

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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BAILOPAN
Join Date: Jan 2004
Old 12-09-2004 , 16:52  
Reply With Quote #4

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.
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Geesu
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Old 12-09-2004 , 22:13  
Reply With Quote #5

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
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theqizmo
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Join Date: Oct 2004
Old 12-11-2004 , 01:08  
Reply With Quote #6

I can get CBaseEntity to work.
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BAILOPAN
Join Date: Jan 2004
Old 12-11-2004 , 01:26  
Reply With Quote #7

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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