}
self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
}
+void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
+{
+ self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+}
float CSQCPlayer_FallbackFrame(float f)
{
if(frameduration(self.modelindex, f) > 0)
if(self.isplayermodel)
{
CSQCPlayer_ForceModel_PostUpdate();
- if(!isplayer)
+ if(isplayer)
+ CSQCPlayer_AnimDecide_PostUpdate(isnew);
+ else
CSQCPlayer_FallbackFrame_PostUpdate(isnew);
}
CSQCModel_Effects_PostUpdate();