void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
{
	VPROF( "CBasePlayerAnimState::ComputeSequences" );

	ComputeMainSequence();		// Lower body (walk/run/idle).
	UpdateInterpolators();		// The groundspeed interpolator uses the main sequence info.

	if ( m_AnimConfig.m_bUseAimSequences )
	{
		ComputeAimSequence();		// Upper body, based on weapon type.
	}
}
Exemple #2
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void CSDKPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
{
	VPROF( "CBasePlayerAnimState::ComputeSequences" );

	// Lower body (walk/run/idle).
	ComputeMainSequence();

	// The groundspeed interpolator uses the main sequence info.
	UpdateInterpolators();		
	//ios ComputeGestureSequence( pStudioHdr );
	ComputePrimaryActionSequence(pStudioHdr);
	ComputeSecondaryActionSequence( pStudioHdr );
}