So just do a global find/replace on CSDKPlayer to CMyPlayer?

--Bob



On Sat, Aug 29, 2009 at 5:35 PM, Stephen Swires<[email protected]> wrote:
> The official way to do this with the template is to copy all the SDK stuff
> and rename it to what you want
>
> On Sun, Aug 30, 2009 at 1:31 AM, Bob Somers <[email protected]> wrote:
>
>> Hello all.
>>
>> So I'm trying to create a custom player by deriving it from CSDKPlayer,
>> like so:
>>
>> class CMyPlayer : public CSDKPlayer
>> {
>>   // player things
>> };
>>
>> I've got both the server and client players skeleton class build, I've
>> linked the class to the player entity with LINK_ENTITY_TO_CLASS, and
>> setup a simple send/recv table that just networks one boolean
>> temporarily.
>>
>> Lastly, I edited the _client.cpp file to instantiate a an instance of
>> my CMyPlayer class instead of CSDKPlayer when creating new players.
>>
>> However, now when I run the mod I break at an assertion:
>>
>> File: game\server\util.cpp
>> Line: 144
>> Assertion Failed: FindFactory(pClassName) == NULL
>>
>> I looked into it a bit and it looks the server keeps a dictionary of
>> entity factories for producing entities of certain types. My guess is
>> that it can't find a factory to build my custom player class. I tried
>> looking for an example of building a CEntityFactory for it, but
>> couldn't find anything. Is this something I need to build myself and
>> call InstallFactory(), or should one of the macros be creating that?
>>
>> Lastly, am I doing something horribly wrong? i.e. should not be
>> subclassing CSDKPlayer? Thanks.
>>
>> --Bob
>>
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>>
>
>
> --
> - Stephen Swires
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