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. } }
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 ); }