I remember very clearly that when I created a video from a recorded demo, (in 
which I knew the ragdoll went particularly funny trajectory) that with the 
replay of the demo the trajectory was different every time, which was due that 
it was not server side decided upon, but by the client. After that, I called in 
a couple friends on the server dragged one to low health and then asked all of 
them to point where the ragdoll ended up for them after I shot the rocket. Each 
pointed to a entirely different spot after....

Ruined a lot of funny vids for me.


>________________________________
> From: Nick <[email protected]>
>To: Discussion of Half-Life Programming <[email protected]> 
>Sent: Tuesday, 20 March 2012, 3:39
>Subject: Re: [hlcoders] Picking up server-side ragdolls like a physics prop
> 
>Are u SURE that props are serverside? I always thought they are
>clientside entities? I remember that empiresmod had a problem reviving
>ragdolls
>
>On Sun, Mar 18, 2012 at 11:56 AM, Carlos Sotelo
><[email protected]> wrote:
>> Greetings,
>>
>> I've been trying to make the player be able to pick-up ragdolls. I already
>> included FCAP_IMPULSE_USE for the CRagdollProp::ObjectCap. Thus making them
>> "usable". However, I cannot get my custom use function for ragdolls to get
>> called.
>>
>> In the class declaration for CRagdollProp i have:
>> void OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller, USE_TYPE useType,
>> float value);
>>
>> for the DataDesc I have:
>> DEFINE_USEFUNC( OnUse ),
>>
>> for its spawn function I added:
>> SetUse(&CRagdollProp::OnUse);
>>
>> Its implementation right now is simply:
>>
>> void CRagdollProp::OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller,
>> USE_TYPE useType, float value) //Underhell
>> {
>> Msg("My OnUse Called \n");
>> }
>>
>> However, it does not get called ingame when i press E on a ragdoll (even
>> though the use sound gets emitted).
>>
>> Any Ideas?
>>
>> _______________________________________________
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>>
>>
>
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