I'm making a new player entity from scratch. I have it working and set 
up to do client-side animation, but the pose paramaters aren't 
animating. They are being selected and applied correctly, but after a 
pose has been blended into it never changes. /Except/ when I fire my 
hitscan weapon: then the walking animation plays exactly once on the 
server (but not the client). These are the DOD player models so I know 
they can work!

The only clue I've found so far is that the (actual activity == desired 
activity) check in CMultiPlayerAnimState::ComputeMainSequence() always 
fails because the actual activity is DIE_RAGDOLL. But this must be 
erroneous somehow, as the correct animations are visibly applied to the 
model.

Server code: http://pastebin.com/tfPuQbrg
Client: http://pastebin.com/ZUkx3vWR

m_PlayerAnimState is implemented elsewhere:
> MultiPlayerMovementData_t mv;
>     mv.m_flSprintSpeed = -1;
>     mv.m_flRunSpeed = 320;
>     mv.m_flWalkSpeed = 75;
>     mv.m_flBodyYawRate = 720;
>     m_PlayerAnimState = new CMultiPlayerAnimState( this,mv );
Heeeeelllp?

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