Still haven't been able to freeze animations, is it even possible? here's some code I think should have worked: In basecombatweapon.cpp: void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator ) { // Update and dispatch the viewmodel events CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOperator->GetFlags() & FL_FROZEN || pOwner->GetFlags() & FL_FROZEN ) { ClientPrint( pOwner, HUD_PRINTCENTER, "wooooooof" ); m_flPlaybackRate = 0.0f; return; } // animating weapon code and other code follows here, if not animating at least events seem to be launched from here In c_baseplayer.cpp void C_BasePlayer::PostThink( void ) { #if !defined( NO_ENTITY_PREDICTION ) if ( GetFlags() & FL_FROZEN ) return; if ( IsAlive()) { // do weapon stuff ItemPostFrame(); if ( GetFlags() & FL_ONGROUND ) { m_Local.m_flFallVelocity = 0; } // Don't allow bogus sequence on player if ( GetSequence() == -1 ) { SetSequence( 0 ); } StudioFrameAdvance(); } // Even if dead simulate entities SimulatePlayerSimulatedEntities(); #endif } In player.cpp: void CBasePlayer::PostThink() { if ( GetFlags() & FL_FROZEN ) return; // rest of code } Any help? Yorg Kuijs wrote: > Hey list, > > recently been trying to freeze weapon animations while a bool is set to > true, I'm not really sure what needs to be done and where though, I > believe StudioFrameAdvance should not be called, but animation still > continue, there's also the playbackrate but I'm not sure if setting it > to 0 will cancel the animation or just freeze it so you can start it > back up later. > > Also does anybody know if there's a existing function or something else > avaible that can freeze the weapon viewmodel animations? > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders