void CNPC_Monk::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RELOAD:
		{
			Activity reloadGesture = TranslateActivity( ACT_GESTURE_RELOAD );
			if ( GetIdealActivity() != ACT_RELOAD && reloadGesture != ACT_INVALID )
			{
				if ( !IsPlayingGesture( reloadGesture ) )
				{
					if ( GetShotRegulator() )
					{
						GetShotRegulator()->Reset( false );
					}

					TaskComplete();
				}
				return;
			}

			BaseClass::RunTask( pTask );
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
void CNPC_Monk::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RELOAD:
		{
			if ( GetActiveWeapon() && GetActiveWeapon()->HasPrimaryAmmo() )
			{
				// Don't reload if you have done so while moving (See BACK_AWAY_AND_RELOAD schedule).
				TaskComplete();
				return;
			}

			if( m_iNumZombies >= 2 && random->RandomInt( 1, 3 ) == 1 )
			{
				SpeakIfAllowed( TLK_ATTACKING );
			}

			Activity reloadGesture = TranslateActivity( ACT_GESTURE_RELOAD );
			if ( reloadGesture != ACT_INVALID && IsPlayingGesture( reloadGesture ) )
			{
				ResetIdealActivity( ACT_IDLE );
				return;
			}

			BaseClass::StartTask( pTask );
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
void CBasePlayerAnimState::ComputeMainSequence()
{
	VPROF( "CBasePlayerAnimState::ComputeMainSequence" );

	CBaseAnimatingOverlay *pPlayer = GetOuter();

	// Have our class or the mod-specific class determine what the current activity is.
	Activity idealActivity = CalcMainActivity();

#ifdef CLIENT_DLL
	Activity oldActivity = m_eCurrentMainSequenceActivity;
#endif
	
	// Store our current activity so the aim and fire layers know what to do.
	m_eCurrentMainSequenceActivity = idealActivity;

	// Export to our outer class..
	int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) );

	if ( !ShouldResetMainSequence( pPlayer->GetSequence(), animDesired ) )
		return;

	if ( animDesired < 0 )
		 animDesired = 0;

	pPlayer->ResetSequence( animDesired );

#ifdef CLIENT_DLL
	if ( ShouldResetGroundSpeed( oldActivity, idealActivity ) )
	{
		ResetGroundSpeed();
	}
#endif
}
void CBasePlayerAnimState::ComputeMainSequence()
{
    VPROF( "CBasePlayerAnimState::ComputeMainSequence" );

    CBaseAnimatingOverlay *pPlayer = GetOuter();

    // Have our class or the mod-specific class determine what the current activity is.
    Activity idealActivity = CalcMainActivity();

#ifdef CLIENT_DLL
    Activity oldActivity = m_eCurrentMainSequenceActivity;
#endif

    // Store our current activity so the aim and fire layers know what to do.
    m_eCurrentMainSequenceActivity = idealActivity;

    // Export to our outer class..
    int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) );

#if !defined( HL1_CLIENT_DLL ) && !defined ( HL1_DLL )
    if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) )
        return;
#endif

    if ( animDesired < 0 )
        animDesired = 0;

    pPlayer->ResetSequence( animDesired );

#ifdef CLIENT_DLL
    // If we went from idle to walk, reset the interpolation history.
    // Kind of hacky putting this here.. it might belong outside the base class.
    if ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE) &&
            (idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH) )
    {
        ResetGroundSpeed();
    }
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CTFPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	Activity iGestureActivity = ACT_INVALID;

	switch( event )
	{
	case PLAYERANIMEVENT_ATTACK_PRIMARY:
		{
			CTFPlayer *pPlayer = GetTFPlayer();
			if ( !pPlayer )
				return;

			CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
			bool bIsMinigun = ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_MINIGUN );
			bool bIsSniperRifle = ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE );

			// Heavy weapons primary fire.
			if ( bIsMinigun )
			{
				// Play standing primary fire.
				iGestureActivity = ACT_MP_ATTACK_STAND_PRIMARYFIRE;

				if ( m_bInSwim )
				{
					// Play swimming primary fire.
					iGestureActivity = ACT_MP_ATTACK_SWIM_PRIMARYFIRE;
				}
				else if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				{
					// Play crouching primary fire.
					iGestureActivity = ACT_MP_ATTACK_CROUCH_PRIMARYFIRE;
				}

				if ( !IsGestureSlotPlaying( GESTURE_SLOT_ATTACK_AND_RELOAD, TranslateActivity(iGestureActivity) ) )
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity );
				}
			}
			else if ( bIsSniperRifle && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
			{
				// Weapon primary fire, zoomed in
				if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
				}
				else
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
				}

				iGestureActivity = ACT_VM_PRIMARYATTACK;

				// Hold our deployed pose for a few seconds
				m_flHoldDeployedPoseUntilTime = gpGlobals->curtime + 2.0;
			}
			else
			{
				// Weapon primary fire.
				if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
				}
				else
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
				}

				iGestureActivity = ACT_VM_PRIMARYATTACK;
			}

			break;
		}

	case PLAYERANIMEVENT_VOICE_COMMAND_GESTURE:
		{
			if ( !IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, (Activity)nData );
			}
			break;
		}
	case PLAYERANIMEVENT_ATTACK_SECONDARY:
		{
			// Weapon secondary fire.
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE );
			}

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}
	case PLAYERANIMEVENT_ATTACK_PRE:
		{
			CTFPlayer *pPlayer = GetTFPlayer();
			if ( !pPlayer )
				return;

			CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
			bool bIsMinigun  = ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_MINIGUN );

			bool bAutoKillPreFire = false;
			if ( bIsMinigun )
			{
				bAutoKillPreFire = true;
			}

			if ( m_bInSwim && bIsMinigun )
			{
				// Weapon pre-fire. Used for minigun windup while swimming
				iGestureActivity = ACT_MP_ATTACK_SWIM_PREFIRE;
			}
			else if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) 
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc in crouch.
				iGestureActivity = ACT_MP_ATTACK_CROUCH_PREFIRE;
			}
			else
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc.
				iGestureActivity = ACT_MP_ATTACK_STAND_PREFIRE;
			}

			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity, bAutoKillPreFire );

			break;
		}
	case PLAYERANIMEVENT_ATTACK_POST:
		{
			CTFPlayer *pPlayer = GetTFPlayer();
			if ( !pPlayer )
				return;

			CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
			bool bIsMinigun  = ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_MINIGUN );

			if ( m_bInSwim && bIsMinigun )
			{
				// Weapon pre-fire. Used for minigun winddown while swimming
				iGestureActivity = ACT_MP_ATTACK_SWIM_POSTFIRE;
			}
			else if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) 
			{
				// Weapon post-fire. Used for minigun winddown in crouch.
				iGestureActivity = ACT_MP_ATTACK_CROUCH_POSTFIRE;
			}
			else
			{
				// Weapon post-fire. Used for minigun winddown.
				iGestureActivity = ACT_MP_ATTACK_STAND_POSTFIRE;
			}

			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity );

			break;
		}

	case PLAYERANIMEVENT_RELOAD:
		{
			// Weapon reload.
			if ( m_bInAirWalk )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_AIRWALK );
			}
			else
			{
				BaseClass::DoAnimationEvent( event, nData );
			}
			break;
		}
	case PLAYERANIMEVENT_RELOAD_LOOP:
		{
			// Weapon reload.
			if ( m_bInAirWalk )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_AIRWALK_LOOP );
			}
			else
			{
				BaseClass::DoAnimationEvent( event, nData );
			}
			break;
		}
	case PLAYERANIMEVENT_RELOAD_END:
		{
			// Weapon reload.
			if ( m_bInAirWalk )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_AIRWALK_END );
			}
			else
			{
				BaseClass::DoAnimationEvent( event, nData );
			}
			break;
		}
	case PLAYERANIMEVENT_DOUBLEJUMP:
		{
			// Check to see if we are jumping!
			if ( !m_bJumping )
			{
				m_bJumping = true;
				m_bFirstJumpFrame = true;
				m_flJumpStartTime = gpGlobals->curtime;
				RestartMainSequence();
			}

			// Force the air walk off.
			m_bInAirWalk = false;

			// Player the air dash gesture.
			if (GetBasePlayer()->GetFlags() & FL_DUCKING)
			{
				RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_DOUBLEJUMP_CROUCH );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_DOUBLEJUMP );
			}
			break;
		}
	default:
		{
			BaseClass::DoAnimationEvent( event, nData );
			break;
		}
	}

#ifdef CLIENT_DLL
	// Make the weapon play the animation as well
	if (iGestureActivity != ACT_INVALID && GetBasePlayer() != C_BasePlayer::GetLocalPlayer())
	{
		CBaseCombatWeapon *pWeapon = GetTFPlayer()->GetActiveWeapon();
		if ( pWeapon )
		{
			pWeapon->SendWeaponAnim( iGestureActivity );
			pWeapon->DoAnimationEvents(pWeapon->GetModelPtr());
		}
	}
#endif
}