Acttable t: Difference between revisions
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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. | 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|<code>[[CBaseCombatWeapon]]::ActivityOverride()</code>, which executes an ActTable, is not called from base code. See [[m_PlayerAnimState#Implementation]] to fix this.}} | {{bug|hidetested=1|<code>[[CBaseCombatWeapon]]::ActivityOverride()</code>, which executes an ActTable, is not called from base code. See [[m_PlayerAnimState#Implementation]] to fix this.}} | ||
== Implementation == | == Implementation == |
Revision as of 07:14, 20 May 2025
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.

CBaseCombatWeapon::ActivityOverride()
, which executes an ActTable, is not called from base code. See m_PlayerAnimState#Implementation to fix this.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".