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

