// trigger muzzleflash effect if necessary
if (ent->state_current.effects & EF_MUZZLEFLASH)
ent->persistent.muzzleflash = 1;
+
+ // restart animation bit
+ if ((ent->state_previous.effects & EF_RESTARTANIM_BIT) != (ent->state_current.effects & EF_RESTARTANIM_BIT))
+ {
+ ent->render.framegroupblend[1] = ent->render.framegroupblend[0];
+ ent->render.framegroupblend[1].lerp = 1;
+ ent->render.framegroupblend[0].frame = ent->state_current.frame;
+ ent->render.framegroupblend[0].start = cl.time;
+ ent->render.framegroupblend[0].lerp = 0;
+ }
}
/*