I'd try to look at a place where VALVe already did it in the existing code.
On Wed, May 6, 2009 at 12:29 AM, FaMiNe <[email protected]> wrote: > Excellent. Thank you for the quick response. > > In the future, how should I go about finding out answers like these? > > > Stephen Swires wrote: > > ToBasePlayer() > > or you can use a dynamic cast (which ToBasePlayer does) > > > > FaMiNe wrote: > > > >> Multiplayer mod. > >> > >> I've written some code in player.cpp, with some storage details about a > >> custom entity we're using for our mod. > >> > >> In the trigger touch function, we pass in the CBaseEntity that touches > >> the entity, and I'm trying to cast it as a CBasePlayer to access the > >> functions I wrote in player.cpp, but I can only access the functions in > >> c_baseplayer.cpp. > >> > >> Is there a way to do this? > >> > >> I tried putting my new functionality in c_baseplayer.cpp, but I get > >> linker errors when compiling. I'm only guessing, but this might have > >> something to do with the triggers being serverside, and the c_baseplayer > >> being client-side? > >> > >> Thanks. > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

