scripted_sequence: Play animation immediately when movetype is SS_NO.
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1 changed files with 13 additions and 13 deletions
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@ -84,19 +84,6 @@ This entity was introduced in Half-Life (1998).
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class
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scripted_sequence:NSPointTrigger
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{
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int m_iEnabled;
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/* Target name OR classname description */
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string m_strMonster;
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/* After the monster has moved to the action point, play this animation */
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string m_strActionAnim;
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/* Animation to play until the scripted_sequence is triggered */
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string m_strIdleAnim;
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/* Search radius for m_targetMonster if a classname is specified */
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float m_flSearchRadius;
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/* How we move to perform m_iActionAnim */
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int m_iMove;
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public:
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void scripted_sequence(void);
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@ -111,6 +98,13 @@ public:
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nonvirtual void RunOnEntity(entity);
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nonvirtual void InitIdle(void);
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private:
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int m_iEnabled;
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string m_strMonster;
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string m_strActionAnim;
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string m_strIdleAnim;
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float m_flSearchRadius;
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int m_iMove;
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};
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void
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@ -282,6 +276,12 @@ scripted_sequence::RunOnEntity(entity targ)
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/* all the non-moving targets will do this at least */
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if (m_strActionAnim) {
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if (m_iMove == SS_NO) {
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//f.SetAngles(GetAngles());
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//f.SetOrigin(GetOrigin());
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f.AnimPlay(f.m_flSequenceEnd);
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}
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duration = frameduration(f.modelindex, f.m_flSequenceEnd);
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f.SetNextThink(duration);
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NSLog(
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