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? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders