Difference between revisions of "Acttable t"
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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 00:43, 22 July 2013
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 entering "jesus pose" 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. To do: Meaning of this.