if (self.crouch)
setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
- else if (self.animstate_startframe != 23) // jump animation shouldn't override melee until we have animation blending
+ else if (self.animstate_startframe != self.anim_melee_x) // jump animation shouldn't override melee until we have animation blending
setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
if(g_jump_grunt)
if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
{
- if (self.crouch && self.animstate_startframe != 5) // don't perform another trace if already playing the crouch jump anim
+ if (self.crouch && self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
{
traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
- if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == 7) // don't get stuck on idle animation in midair
+ if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair
{
setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
self.restart_jump = FALSE;
}
}
- else if (self.animstate_startframe != 8) // don't perform another trace if already playing the jump anim
+ else if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
{
traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
- if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == 7) // don't get stuck on idle animation in midair
+ if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair
{
setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
self.restart_jump = FALSE;
anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
}
- else if (self.animstate_startframe == 7) // only allow shoot anim to override idle animation until we have animation blending
+ else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
{
anim = self.anim_shoot;
anim_z = anim_y / (t + sys_frametime);