Sam Ruby wrote:
This doesn't make sense to me. The @ANON pragma avoids the add_method
(or store_global) call in the first place.
I don't want the method added to a namespace, or stored as a global. I
want it stored as a property of a class object.
I presumed that ;) Well, due to the described problem (class exists
already or not) that's for now a good alternative
Python classes are not namespaces. Nor are they global. They are
dictionaries.
Or, the view is a dictionary-like. The dict is CPython's implementation.
I can imagine that Parrot's class namespaces work as well.
Take a look at the last test in
parrot/languages/python/t/basic/oo_class.t to get an idea of what I am
talking about.
Well, that just depends on how you implement attribute access, as far as
I can see.
- Sam Ruby
leo
From jeff Thu Dec 16 20:41:58 2004
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Subject: [hlcoders] Player Animations
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version=2.64
Well I tried the suggestions given by the Wavelength site, but as it
turns out, I had already made most of the recommended changes already,
except for blocking the rendering of the viewmodel in third person mode.
After fighting with the problem some more, I finally got the the upper
body to render the correct animation, but despite my best efforts, the
lower body still refuses to accept the ACT_WALK animation. The lower
body is stuck in the ragdoll mode and just drags the legs and feet
across the floor during movement. I have also tried to brute force an
animation sequence onto the model by altering the void
CBasePlayerAnimState::ComputeMainSequence() such that it always selects
ACT_WALK as the ideal activity and selects run_all as the
'animDesired'. It still refuses to accept the lower body animation. I'm
out of ideas. Any thoughts?
___
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From jeff Thu Dec 16 20:42:06 2004
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