Hi! I am working on HEV charger entity, like in HL for PS2 (base class is CBaseMonster, not CBaseToggle). Charger must play animations when user uses/unuses it. The problem is that I never worked with CBaseMonster before and have troubles with it... When I am trying to make charger to play certain animation, I use the following code - pev->sequence = HEVCHARGER_DEPLOY for example. But sequence appears only for a milisecond and then backs to the first one (IDLE). I tryed to understand how monsters in Half-Life send animations, but stuck with that thing too...I understand that they use HandleAnimEvent in most cases (let's take monster_zombie as an example), but how animations are sent into that procedure??? I looked through each line of code and haven't found anything related to that...Constant ZOMBIE_AE_ATTACK_RIGHT is found only in two places - when it is defined and when it is used in switch...case of HandleAnimEvent function. Someone, please help! Maybe there is base class for making HEV charger?
Best regards, Vyacheslav "Hoaxer" Djura ---------------------------------------------------------------------------- Distinct Reality mod (www.wrenchsoftware.com/dreal/dreal.html) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

