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If you're using HL2MP then it would be found under hl2mp_player.cpp with
SetAnimation. SetAnimation parses the animation command given to it, then
decides which animations to blend together.
You'll notice two sets of commands.
A Gesture is
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Thanks for the info guys. While digging on the code i came up with a
question:
What is the difference between the following 2 activities:
1) ACT_GESTURE_RELOAD_SMG1
2) ACT_RELOAD_SMG1
A better question would be when would i want to use #1 instead
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The first thing I would do is go to HLMV and see if any of the sequences
match those ACTS, and see the differences in HLMV.
Unfortunately, HLMV is broken right now. You can only see single-player
sequences!
I actually don't know why there are
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Anybody knows where exactly in the code the animation layers are handled?
(what classes or what files). I ran a test map yesterday and i saw a combine
soldier reload his smg1 while he was running, so i just wanted to know where
exactly in the
Baseanimating. Client, DLL, and game_shared.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo
Sent: Wednesday, August 16, 2006 11:43 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Reloading while running/walking
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Check out BaseAnimatingOverlay, thats where the layers are actually done.
Reloading is accomplished by calling CBaseAnimatingOverlay::RestartGesture.
BaseAnimatingOverlay stores and maintains an array of animation layers which
are used to
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They use animation layers...see the player model example in
sourcesdk_content for help on them.
On 8/14/06, Gustavo Restrepo [EMAIL PROTECTED] wrote:
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I was just wondering if this is
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