Acttable t: Difference between revisions
		
		
		
		
		
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| '''<code>acttable_t</code>''' defines translations between the generic [[Activity|activities]] generated by a [[PlayerAnimState]] object into ones specific to the current weapon. For instance, <code>ACT_MP_STAND_IDLE</code> might be translated into <code>ACT_DOD_STAND_AIM_RIFLE</code> by the Rifle weapon. | '''<code>acttable_t</code>''' defines translations between the generic [[Activity|activities]] generated by a [[PlayerAnimState]] object into ones specific to the current weapon. For instance, <code>ACT_MP_STAND_IDLE</code> might be translated into <code>ACT_DOD_STAND_AIM_RIFLE</code> by the Rifle weapon. | ||
Revision as of 18:03, 17 November 2022
acttable_t defines translations between the generic activities generated by a PlayerAnimState object into ones specific to the current weapon. For instance, ACT_MP_STAND_IDLE might be translated into ACT_DOD_STAND_AIM_RIFLE by the Rifle weapon.
If a weapon doesn't have an ActTable, or has an incomplete one, you are likely to find your player models losing all animations in some conditions.
 Bug:
Bug:CBaseCombatWeapon::ActivityOverride(), which executes an ActTable, is not called from base code. See m_PlayerAnimState#Implementation to fix this.  [todo tested in ?]Implementation
Add DECLARE_ACTTABLE() to both the client and server classes. Then, in shared code:
acttable_t CMyWeapon::m_acttable[] = 
{
	{ ACT_MP_STAND_IDLE,	ACT_MYMOD_STAND_AIM_MYWEAPON,	false },
	{ ACT_MP_CROUCH_IDLE,	ACT_MYMOD_CROUCH_AIM_MYWEAPON,	false },
	{ ACT_MP_RUN,		ACT_MYMOD_RUN_MYWEAPON,		false },
	// etc.
};
IMPLEMENT_ACTTABLE( CMyWeapon );
The third value is whether the animation is "required" or not.
Todo: Meaning of this.
 Warning: Display title "acttable_t" overrides earlier display title "Acttable t".

























