if(trace_startsolid || trace_fraction < 1)
flg |= FL_ONGROUND;
}
+ animdecide_init(self); // FIXME only do this on model change
animdecide_setframes(self, flg, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
float sf = 0;
if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
self.lerpfrac = (doblend ? 0.5 : 0);
self.frame = self.anim_frame;
self.frame1time = self.anim_frame1time;
- self.frame = self.anim_frame2;
+ self.frame2 = self.anim_frame2;
self.frame2time = self.anim_frame2time;
CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
}
if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
{
// ground to air transition - do we want to reset jump anim?
+#if 0
if(e.anim_lower_action != ANIMACTION_JUMP || time > e.anim_lower_time + 0.2)
if(e.anim_lower_implicit_action != ANIMACTION_JUMP || time > e.anim_lower_implicit_time + 0.2)
{
traceline(e.origin + '0 0 1' * e.maxs_z, e.origin + '0 0 1' * (e.mins_z - autocvar_sv_player_jumpanim_minfall), MOVE_NOMONSTERS, e);
if(!trace_startsolid && trace_fraction == 1)
{
+#endif
e.anim_lower_implicit_action = ANIMACTION_JUMP;
e.anim_lower_implicit_time = time;
+#if 0
}
}
+#endif
}
if(s != e.anim_implicit_state)