self.anim_backright = animfixfps(self, '21 1 1');
self.anim_backleft = animfixfps(self, '22 1 1');
self.anim_melee = animfixfps(self, '23 1 1');
+ self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
// TODO introspect models for finding right "fps" value (1/duration)
// reset animstate now
setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
}
else if (self.crouch)
{
- if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
+ if (self.movement_x < 0)
+ setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
+ else if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
else
setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
.vector anim_draw; // player pulls out a weapon
// .vector anim_duck; // player crouches (from idle to duckidle)
.vector anim_duckwalk; // player walking while crouching
+.vector anim_duckwalkbackwards; // player walking while crouching
.vector anim_duckjump; // player jumping from a crouch
.vector anim_duckidle; // player idling while crouching
.vector anim_idle; // player standing