Activity CSDKPlayerAnimState::CalcMainActivity() { Activity idealActivity = ACT_DA_STAND_IDLE; if (ShouldUseAimInAnims()) idealActivity = ACT_DA_STAND_AIM; else if (m_pSDKPlayer->IsWeaponReady()) idealActivity = ACT_DA_STAND_READY; if (HandleWallClimb (idealActivity) || HandleWallFlip (idealActivity) || HandleDiving( idealActivity ) || HandleJumping( idealActivity ) || #if defined ( SDK_USE_PRONE ) //Tony; handle these before ducking !! HandleProneTransition( idealActivity ) || HandleProne( idealActivity ) || #endif HandleRollTransition( idealActivity ) || HandleSlideTransition( idealActivity ) || HandleSliding( idealActivity ) || HandleDucking( idealActivity ) || HandleSwimming( idealActivity ) || HandleDying( idealActivity ) #if defined ( SDK_USE_SPRINTING ) || HandleSprinting( idealActivity ) #endif ) { // intentionally blank } else { HandleMoving( idealActivity ); } ShowDebugInfo(); // Client specific. #ifdef CLIENT_DLL if ( anim_showmainactivity.GetBool() ) { DebugShowActivity( idealActivity ); } #endif return idealActivity; }
Activity CSDKPlayerAnimState::CalcMainActivity() { Activity idealActivity = ACT_MP_STAND_IDLE; if ( HandleJumping( idealActivity ) || #if defined ( SDK_USE_PRONE ) //Tony; handle these before ducking !! HandleProneTransition( idealActivity ) || HandleProne( idealActivity ) || #endif HandleDucking( idealActivity ) || HandleSwimming( idealActivity ) || HandleDying( idealActivity ) #if defined ( SDK_USE_SPRINTING ) || HandleSprinting( idealActivity ) #endif ) { // intentionally blank } else { HandleMoving( idealActivity ); } ShowDebugInfo(); // Client specific. #ifdef CLIENT_DLL if ( anim_showmainactivity.GetBool() ) { DebugShowActivity( idealActivity ); } #endif return idealActivity; }