e.bone_weapon = gettagindex(e, "bip01 r hand");
for(i = 0; i < MAX_AIM_BONES; ++i)
{
- e.bone_aim[i] = 0;
- e.bone_aimweight[i] = 0;
+ e.(bone_aim[i]) = 0;
+ e.(bone_aimweight[i]) = 0;
}
e.fixbone = 0;
if(get_model_parameters(e.model, e.skin))
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(get_model_parameters_bone_aim[i])
- e.bone_aim[i] = gettagindex(e, get_model_parameters_bone_aim[i]);
+ e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
if(e.bone_aim[i])
- e.bone_aimweight[i] = get_model_parameters_bone_aimweight[i];
+ e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
}
}
else
for(i = 0; i < MAX_AIM_BONES; ++i)
{
- if(e.bone_aim[i])
+ if(e.(bone_aim[i]))
{
- vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.bone_aimweight[i];
- vector org = skel_get_boneabs(s, e.bone_aim[i]);
+ vector aim = '1 0 0' * bound(-90, self.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);
fixedmakevectors(ang);
- skel_set_boneabs(s, e.bone_aim[i], org);
+ skel_set_boneabs(s, e.(bone_aim[i]), org);
}
}
}