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
>
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