Creating an animevent: Difference between revisions

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<pre> DECLARE_ANIMEVENT( NEWNPC_AE_ANIMEVENT )</pre>
<pre> DECLARE_ANIMEVENT( NEWNPC_AE_ANIMEVENT )</pre>
==Implementation==
==Implementation==
{{todo|Implementation}}
All event code is handled in <code>void CNPC_New::HandleAnimEvent( animevent_t *pEvent )</code>. If pEvent doesn't contain anything that needs to be caught and dealt with, <code>BaseClass::HandleAnimEvent</code> should be called.
{{navbar|Creating a condition|Creating an NPC|Creating a squadslot}}
{{navbar|Creating a condition|Creating an NPC|Creating a squadslot}}
[[Category:AI Programming]]
[[Category:AI Programming]]

Latest revision as of 17:26, 13 June 2006

Declaration

Animevents are useful for adding mid-animation functionality.

The first step to creating an animevent for your NPC is to create a name for it and add it to "Private animevents" section. Here's an example name for an animevent: COMBINE_AE_ALTFIRE.

Once the activity is added to the enum, you must use the DECLARE_ANIMEVENT macro in the AI_BEGIN_CUSTOM_NPC section.

Here's an example of the DECLARE_ANIMEVENT code:

	DECLARE_ANIMEVENT( NEWNPC_AE_ANIMEVENT )

Implementation

All event code is handled in void CNPC_New::HandleAnimEvent( animevent_t *pEvent ). If pEvent doesn't contain anything that needs to be caught and dealt with, BaseClass::HandleAnimEvent should be called.