m_PlayerAnimState
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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( PlayerAnimEvent_t event, int nData = 0 )
- Begins a discrete, event-based animation (crouching, shooting, reloading) whenever called.
PlayerAnimEvent_t
is an enum value that defines what type of animation event this is; it is translated into an activity elsewhere depending on the status of the player (weapon held, swimming, etc).

Implementation
You must define m_PlayerAnimState
in both your client and server classes:
class CMyPlayerClass : public CBasePlayer // and on client!
{
// ...
CMultiPlayerAnimState* m_PlayerAnimState;
// ...
};
And then initialise it in shared code:
inline void CMyPlayerClass::Spawn_Shared()
{
MultiPlayerMovementData_t mv;
mv.m_flSprintSpeed = -1;
mv.m_flRunSpeed = 200;
mv.m_flWalkSpeed = 80;
mv.m_flBodyYawRate = 180;
m_PlayerAnimState = new CMultiPlayerAnimState( this,mv );
}
Now you need to hook things up. On the server:
void CMyPlayerClass::PostThink()
{
BaseClass::PostThink();
// Keep the model upright; pose params will handle pitch aiming.
QAngle angles = GetLocalAngles();
angles[PITCH] = 0;
SetLocalAngles( angles );
m_PlayerAnimState->Update( EyeAngles()[YAW], EyeAngles()[PITCH] );
}
And on the client:
void C_MyPlayerClass::UpdateClientSideAnimation()
{
m_PlayerAnimState->Update( EyeAngles()[YAW], EyeAngles()[PITCH] );
}
Dispatching to clients
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.