animdecide_init(self); // FIXME only do this on model change
animdecide_setimplicitstate(self, onground);
animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
- print(sprintf("frames: %d %d\n", self.anim_frame, self.anim_frame2));
float sf = 0;
if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
sf |= CSQCMODEL_PROPERTY_FRAME;
float bonetype = e.skeleton_bonetype[bone];
for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
;
- if(bonetype == BONETYPE_LOWER && 1)
+ if(bonetype == BONETYPE_UPPER)
{
- // only show frames 1+3
+ // only show frames 1+3 (upper body)
e.lerpfrac = 0;
e.lerpfrac3 = savelerpfrac3 * 2;
e.lerpfrac4 = 0;
}
else
{
- // only show frames 2+4
+ // only show frames 2+4 (lower body)
e.lerpfrac = savelerpfrac * 2;
e.lerpfrac3 = 0;
e.lerpfrac4 = savelerpfrac4 * 2;
e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
// these anims ought to stay until stopped explicitly by weaponsystem
- e.aim_shoot_z = 0.001;
- e.aim_melee_z = 0.001;
+ e.anim_shoot_z = 0.001;
+ e.anim_melee_z = 0.001;
}
#define ANIMPRIO_IDLE 0