예제 #1
0
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
{
	StudioFrameAdvance( ); // animate

	if ( IsSequenceFinished() )
	{
		if ( SequenceLoops() )
		{
			// animation does loop, which means we're playing subtle idle. Might need to fidget.
			int iSequence = SelectWeightedSequence( GetActivity() );
			if ( iSequence != ACTIVITY_NOT_AVAILABLE )
			{
				ResetSequence( iSequence );	// Set to new anim (if it's there)
			}
		}
#if 0
		else
		{
			// animation that just ended doesn't loop! That means we just finished a fidget
			// and should return to our heaviest weighted idle (the subtle one)
			SelectHeaviestSequence( GetActivity() );
		}
#endif
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( pOwner == NULL )
		return;

	CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
	if ( vm == NULL )
		return;

	// HACK: Player weapon and view model often use the same mdl, which results
	// in duplicate anim events.  For now, let the view model handle the events
	// if they're the same, which is the preferred behavior in general.
	CStudioHdr *w_hdr = GetModelPtr();
	CStudioHdr *v_hdr = vm->GetModelPtr();
	if ( w_hdr->GetRenderHdr() != v_hdr->GetRenderHdr() )
	{
		// Animation events are passed back to the weapon's owner/operator
		DispatchAnimEvents( pOperator );
	}

	// Update and dispatch the viewmodel events
	if ( vm != NULL )
	{
		vm->StudioFrameAdvance();
		vm->DispatchAnimEvents( this );
	}
}
예제 #2
0
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
{
	StudioFrameAdvance( ); // animate

	if ( IsSequenceFinished() )
	{
		if ( SequenceLoops() )
		{
			// animation does loop, which means we're playing subtle idle. Might need to fidget.
			int iSequence = SelectWeightedSequence( GetActivity() );
			if ( iSequence != ACTIVITY_NOT_AVAILABLE )
			{
				ResetSequence( iSequence );	// Set to new anim (if it's there)
			}
		}
#if 0
		else
		{
			// animation that just ended doesn't loop! That means we just finished a fidget
			// and should return to our heaviest weighted idle (the subtle one)
			SelectHeaviestSequence( GetActivity() );
		}
#endif
	}

	// Animation events are passed back to the weapon's owner/operator
	DispatchAnimEvents( pOperator );

	// Update and dispatch the viewmodel events
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner == NULL )
		return;

	CBaseViewModel *vm = pOwner->GetViewModel();
	
	if ( vm != NULL )
	{
		vm->StudioFrameAdvance();
		vm->DispatchAnimEvents( this );
	}
}
예제 #3
0
void CWarsWeapon::Operator_FrameUpdate( CBaseCombatCharacter  *pOperator )
{
	BaseClass::Operator_FrameUpdate( pOperator );


	if( GetCommander() )
	{
		CBaseViewModel *vm =  GetCommander()->GetViewModel( m_nViewModelIndex );
		
		if ( vm != NULL )
		{
#ifndef CLIENT_DLL
			vm->StudioFrameAdvance();
			vm->DispatchAnimEvents( this );
#else
			//if( vm->ShouldPredict() )
			//	vm->StudioFrameAdvance();
#endif // CLIENT_DLL
		}
	}

}