A bit late, but vgui::AnimationController tracks time internally, which is 
passed in through the currentTime parameter of 
AnimationController::UpdateAnimations(). Perhaps the time being passed in stops 
being incremented when the game is paused?Regards. To: 
hlcoders@list.valvesoftware.comFrom: wave.dev@hotmail.comDate: Fri, 12 Jun 2015 
22:43:14 +0200Subject: [hlcoders] HUD animations in paused stateHello, I’ve got 
a problem with HUD animations, namely that they’re not played after I issue the 
“pause“ command.My vgui setup looks like this:On top of my hierarchy I’ve got 
my “ScanInfoPanel“ parented to the one you can retrieve with 
PANEL_INGAMESCREENS during startup. It has ist own animation controller, 
because I need to play animations when the HUD is deactivated/invisible. The 
only other child is a HUDElement (EditablePanel with a RichText child), because 
I need HUD messages to trigger my desired behavior (show some text based on a 
localization token).Now, the problem is that the animation starts and then 
stops as soon as I execute the pause command, which is immediately after my 
StartAnimationSequence call, even though my parent panel is visible, thinking 
and I’m calling UpdateAnimations inside that method.Do you have any idea why 
this is happening? Greetings,Krzysztof 
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders                
                          
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Reply via email to