You should really use tasks and schedules to do something like this.

-Sniper
----- Original Message -----
From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, January 04, 2003 10:18 AM
Subject: [hlcoders] need help on CBaseMonster


> 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)
>
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