Пример #1
0
//-----------------------------------------------------------------------------
// Purpose: zero's out all non-restore safe fields
// Output :
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::OnRestore( )
{
	int i;

	// force order of unused layers to current MAX_OVERLAYS
	// and Tracker 48843 (Alyx skating after restore) restore the owner entity ptr (otherwise the network layer won't get NetworkStateChanged signals until the layer is re-Init()'ed
	for (i = 0; i < m_AnimOverlay.Count(); i++)
	{
		m_AnimOverlay[i].m_pOwnerEntity = this;

		if ( !m_AnimOverlay[i].IsActive())
		{
			m_AnimOverlay[i].m_nOrder.Set( MAX_OVERLAYS );
		}
	}

	// get rid of all layers that shouldn't be restored
	for (i = 0; i < m_AnimOverlay.Count(); i++)
	{
		if ( ( m_AnimOverlay[i].IsActive() && (m_AnimOverlay[i].m_fFlags & ANIM_LAYER_DONTRESTORE) ) ||
			 ( GetModelPtr() && !IsValidSequence(m_AnimOverlay[i].m_nSequence) ) )
		{
			FastRemoveLayer( i );
		}
	}

	BaseClass::OnRestore();
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: Changes sequences when hurt.
//-----------------------------------------------------------------------------
int CCycler::OnTakeDamage( const CTakeDamageInfo &info )
{
	if (m_animate)
	{
		int nSequence = GetSequence() + 1;
		if ( !IsValidSequence(nSequence) )
		{
			nSequence = 0;
		}

		ResetSequence( nSequence );
		m_flCycle = 0;
	}
	else
	{
		m_flPlaybackRate = 1.0;
		StudioFrameAdvance ();
		m_flPlaybackRate = 0;
		Msg( "sequence: %d, frame %.0f\n", GetSequence(), m_flCycle );
	}

	return 0;
}