I am sure there is a way of incrementing the frames on a texture with more than one frame, you just need to look for it.
On Thu, Jul 16, 2009 at 6:22 PM, Jorge Rodriguez <bs.v...@gmail.com> wrote: > The way I do animated textures on the HUD: > > CCFHudTexture* pDFATexture; > if (fmod(gpGlobals->curtime, 0.6f) > 0.3f) > pDFATexture = m_pDFAUp; > else > pDFATexture = m_pDFADown; > > int iSize = 200; > pDFATexture->DrawSelf(x, y, iSize, iSize, clrCrosshair); > > It's pretty ghetto I know but it works for simple blinking animations, and > is a hell of a lot simpler than all that crap you just did, no offense. > Your > animation looks a little more involved though, and hell maybe you can get > that code to work, good luck. > > -- > Jorge "Vino" Rodriguez > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders