Problem solved! This is neither a prediction issue NOR a duplicated animation issue. I was right about it being a problem with the new HL2MP PlayerAnimState crap. Here is the breakdown:
The introduction of the PlayerAnimState brings great changes to controlling the animations on the player. The problem is it was thrown into an already messy animation code that involves literally hundreds of calls to functions in various levels of virtualization... Regardless, at the end of the CHL2MPPlayerAnimState::DoAnimationEvent(...) function there is a little present from Valve. That is to do the View Model animation that corresponds to the third person anim! However, the problem lies in the way Valve detects network variable changes, those pesky "Parity" variables you might see around, specifically m_nResetEventsParity. Let's backtrack a little, all weapons call their own viewmodel animations with a function called SendWeaponAnim(...) which does exactly that and also increments the m_nResetEventsParity. Now the animation doesn't play twice because most weapon calls are in the same frame and it doesn't send the m_nNewSequenceParity since the sequence doesn't change. However, m_nResetEventsParity does get changed and it royally messes everything up. Since the PlayerAnimState stuff is only invoked client side it changes the event parity (sometimes) before the server update changes it, which is why this is an intermittent problem. THE SOLUTION: The easiest fix, and by far the best, is to comment out the crap at the end of DoAnimationEvent(...) because it is totally unneeded, the weapons take care of their own view model animation! COMMENT THIS OUT: hl2mp_playeranimstate.cpp, in CHL2MPPlayerAnimState::DoAnimationEvent(...) #ifdef CLIENT_DLL // Make the weapon play the animation as well if ( iGestureActivity != ACT_INVALID ) { CBaseCombatWeapon *pWeapon = GetHL2MPPlayer()->GetActiveWeapon(); if ( pWeapon ) { pWeapon->EnsureCorrectRenderingModel(); pWeapon->SendWeaponAnim( iGestureActivity ); // Force animation events! pWeapon->ResetEventsParity(); // reset event parity so the animation events will occur on the weapon. pWeapon->DoAnimationEvents( pWeapon->GetModelPtr() ); } } #endif This is on the VDC Wiki as well under my new section SDK FIXES ;-) Jonathan White GE: Source _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders