I've set pev->deadflags to another value I've added (since in think function it checks if pev->deadflag >= DEAD_DYING), and my own think function. What I am wondering is which flag determines that the animation sequence in pev->sequence will be for the whole body or just the upper body (and pev->gaitsequence for the lower)?
The reason is that my animation is for the whole body (kneeling), but the player is not dead so I don't want to set any other dead flags. Georges ----- Original Message ----- From: "botman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, December 07, 2001 9:57 AM Subject: Re: [hlcoders] Full body animation > > Does anyone know which flags have to be set for a full body > > animation (like the death animations)? If I don't set > > the pev->deadflag to something other than DEAD_NO, > > my animation is only played by the player's top half. Basically, my > > animation has the player kneel down, so I can't separate it > > between the pev->sequence and pev->gaitsequence. > > > > If I set pev->deadflag to anything other than DEAD_NO, the animation > > plays out perfectly, the only problem is that the player is not really > dead! > > This causes all kinds of animation problems when the player really does > get killed > > (he doesn't end up lying down, just standing with the dead pose). > > In the default SDK player.cpp code, the CBasePlayer::Killed() function sets > the animation to PLAYER_DIE, sets pev->deadflag = DEAD_DYING, then sets up a > Think function (PlayerDeathThink). CBasePlayer::PlayerDeathThink() will > advanced the animation frames as long as pev->deadflag == DEAD_DYING (or > until the animation sequence has ended, m_fSequenceFinished == 0). Once the > animation finishes, the pev->deadflag is set to DEAD_DEAD (indicating the > player is really dead and the animation is complete). > > If you aren't setting pev->deadflag = DEAD_DYING, then the animation in > PlayerDeathThink() will not play. > > Jeffrey "botman" Broome > > _______________________________________________ > 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

