M PlayerAnimState: Difference between revisions

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In multiplayer you must dispatch animation events to all onlooking clients, a job which is not performed by <code>CBasePlayer</code>. See [[m_PlayerAnimState/TempEnt]] for the temporary entity used by Valve.
In multiplayer you must dispatch animation events to all onlooking clients, a job which is not performed by <code>CBasePlayer</code>. See [[m_PlayerAnimState/TempEnt]] for the temporary entity used by Valve.


[[Category:CBasePlayer|m_PlayerAnimState]] {{DISPLAYTITLE:m_PlayerAnimState}}
[[Category:CBasePlayer]] {{DISPLAYTITLE:m_PlayerAnimState}}

Revision as of 13:22, 31 January 2010

The m_PlayerAnimState object maintains a player's animation state. It is shared code. There are two versions, CBasePlayerAnimState and CMultiPlayerAnimState, and two entry points:

Update( float eyeYaw, float eyePitch )
Manages ambient, looping animations (running/swimming, aiming, breathing) based on player velocity and look direction every frame. Typically called from:
  • CBasePlayer::PostThink()
  • C_BasePlayer::UpdateClientSideAnimation()
DoAnimationEvent()
Begins a discrete, event-based animation (crouching, shooting, reloading) whenever called.

Implementation

Note.pngNote:Your player must be using a model set up for player animation for any of this to work. Single-player models are not suitable! Valve don't mind modders lifting their HL2DM models, which are set up correctly.

You must define m_PlayerAnimState in both your client and server classes:

class CMyPlayerClass : public CBasePlayer
{
	// ...
	CMultiPlayerAnimState* m_PlayerAnimState;
	// ...
}

Dispatching

In multiplayer you must dispatch animation events to all onlooking clients, a job which is not performed by CBasePlayer. See m_PlayerAnimState/TempEnt for the temporary entity used by Valve.