#endif
#ifndef MENUQC
-.float skeletonmodelindex; // used to check if model has changed
+.float skeletonmodelindex; // used to check if the model has changed
float Update_Skeleton(entity e)
{
- // updates the skeleton if needed, and returns the total number of bones
+ // updates the fake skeleton if needed, and returns the total number of bones
if(e.skeletonmodelindex != e.modelindex)
{
- if(e.qc_skeletonindex)
- skel_delete(e.qc_skeletonindex);
- e.qc_skeletonindex = skel_create(e.modelindex);
+ if(e.fake_skeletonindex)
+ skel_delete(e.fake_skeletonindex);
+ e.fake_skeletonindex = skel_create(e.modelindex);
e.skeletonmodelindex = e.modelindex;
}
- return skel_get_numbones(e.qc_skeletonindex);
+ return skel_get_numbones(e.fake_skeletonindex);
}
#endif
void Shutdown();
#ifndef MENUQC
-.float qc_skeletonindex; // maintains a separate skeleton for checking, different than skeletonindex
+.float fake_skeletonindex; // maintains a fake skeleton for property checking without affecting the actual mesh
float Update_Skeleton(entity e);
// loops through the tags of model v using counter tagnum
#define FOR_EACH_TAG(v) float tagnum, tags; tags = Update_Skeleton(v); for(tagnum = 0; tagnum < tags; tagnum++, gettaginfo(v, tagnum))