The only circumstance in which this is handled in 8 bits is network transmission, which can be changed by modifying delta.lst. That's what it's there for. Surprise or no surprise, it's not hard coded in the engine and the engine will happily handle as many sequences as you like. You should be able to witness this personally within a few days; DoD 2.0 will have > 256 sequences.
> -----Original Message----- > From: David Flor [mailto:[EMAIL PROTECTED]] > Sent: Wednesday, January 23, 2002 8:17 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Models and sequences > > > I believe "pev->sequence" is handled as 8 bits, or maximum of > 256. Also, > since I see that inside "studiomdl.exe" it uses a hard-coded array, I > wouldn't be surprised if a limitation like that does exist in > the engine > because of coding practices. As much as I have the utmost > confidence and > trust in the Valve development team, there are many bad practices and > programming no-nos that are common to every programmer... I use fixed > length arrays without range checking sometimes; the horror! :) > > And, Pat, there are 32 maximum weapons, not 35. 32x4 = 128. ;) > > Besides, 256 animations is almost ungodly, isn't it? Your > animator must > be going crazy... We had well over 77 animations in our mod > (I think at > last count we had over 160 of them).
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