#include "../lib/csqcmodel/cl_player.qh"
#include "../lib/warpzone/anglestransform.qh"
-.vector v_angle;
+.float v_angle_x;
+.float v_angle_save_x;
class(Skeleton) .float skeleton_info_modelindex;
class(Skeleton) .float skeleton_info_skin;
if(!is_dead)
{
- if(e == csqcplayer && !intermission)
- e.v_angle_x = input_angles_x;
+ if(e == csqcplayer)
+ {
+ if(intermission)
+ {
+ if(!e.v_angle_save_x)
+ e.v_angle_save_x = input_angles.x;
+ e.v_angle_x = e.v_angle_save_x;
+ }
+ else
+ e.v_angle_x = input_angles.x;
+ }
int i;
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(e.(bone_aim[i]))
{
- vector aim = '1 0 0' * bound(-90, e.v_angle.x, 90) * e.(bone_aimweight[i]);
+ vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]);
vector org = skel_get_boneabs(s, e.(bone_aim[i]));
vector ang_cur = fixedvectoangles2(v_forward, v_up);
vector ang = AnglesTransform_Multiply(aim, ang_cur);