> Does anyone know which flags have to be set for a full body > animation (like the death animations)? If I don't set > the pev->deadflag to something other than DEAD_NO, > my animation is only played by the player's top half. Basically, my > animation has the player kneel down, so I can't separate it > between the pev->sequence and pev->gaitsequence. > > If I set pev->deadflag to anything other than DEAD_NO, the animation > plays out perfectly, the only problem is that the player is not really dead! > This causes all kinds of animation problems when the player really does get killed > (he doesn't end up lying down, just standing with the dead pose).
In the default SDK player.cpp code, the CBasePlayer::Killed() function sets the animation to PLAYER_DIE, sets pev->deadflag = DEAD_DYING, then sets up a Think function (PlayerDeathThink). CBasePlayer::PlayerDeathThink() will advanced the animation frames as long as pev->deadflag == DEAD_DYING (or until the animation sequence has ended, m_fSequenceFinished == 0). Once the animation finishes, the pev->deadflag is set to DEAD_DEAD (indicating the player is really dead and the animation is complete). If you aren't setting pev->deadflag = DEAD_DYING, then the animation in PlayerDeathThink() will not play. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders