Hi Tony
Thanks for the swift reply.
I tried what you mentioned (both methods) but the same problem still
persists. Could it be possible that I'm calling RestartMainSequence() from
sdk_playeranimstate at some bad point in animation transition?
I'm currently doing all animations following how the SDK does the player
jumping animation via HandleJumping() where I have a PlayerAnimEvent getting
caught by DoAnimationEvent() (in sdk_playeranimstate), then CalcMainActivity
tests HandleJumping() and HandleJumping knows when to start/stop this
animation.
~M
In do animation event on the server, make sure the client who you're
> dispatching it on, is filtered out.
>
> I apparently have two versions of it.
>
> //hl2mp_player.cpp
> void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int
> nData )
> {
> CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
>
> //Tony; use prediction rules.
> filter.UsePredictionRules();
>
> g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
> g_TEPlayerAnimEvent.m_iEvent = event;
> g_TEPlayerAnimEvent.m_nData = nData;
> g_TEPlayerAnimEvent.Create( filter, 0 );
> }
>
> //sdk_player.cpp
> void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int
> nData )
> {
> CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
>
> //Tony; pull the player who is doing it out of the recipientlist,
> this is predicted!!
> filter.RemoveRecipient( pPlayer );
>
> g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
> g_TEPlayerAnimEvent.m_iEvent = event;
> g_TEPlayerAnimEvent.m_nData = nData;
> g_TEPlayerAnimEvent.Create( filter, 0 );
> }
>
> Probably because I was working on them each at different times. Hjehe
>
> -Tony
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