}
skeleton->relativetransforms[bonenum] = blendedmatrix;
}
- PRVM_G_FLOAT(OFS_RETURN) = skeletonindex;
+ PRVM_G_FLOAT(OFS_RETURN) = skeletonindex + 1;
}
// #265 float(float skel) skel_get_numbones = #265; // (FTE_CSQC_SKELETONOBJECTS) returns how many bones exist in the created skeleton
}
skeleton->relativetransforms[bonenum] = blendedmatrix;
}
- PRVM_G_FLOAT(OFS_RETURN) = skeletonindex;
+ PRVM_G_FLOAT(OFS_RETURN) = skeletonindex + 1;
}
// #265 float(float skel) skel_get_numbones = #265; // (FTE_CSQC_SKELETONOBJECTS) returns how many bones exist in the created skeleton