From: Rudolf Polzer Date: Sun, 9 Oct 2011 14:52:18 +0000 (+0200) Subject: remove anim_duck support, it's borked anyway - now 3 is a new free slot ;) X-Git-Tag: xonotic-v0.6.0~40^2~69 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=52471e01febd7aac52922381c2e610a7efb06d81;p=xonotic%2Fxonotic-data.pk3dir.git remove anim_duck support, it's borked anyway - now 3 is a new free slot ;) --- diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index 34a0cee02..c1667ce92 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -2955,7 +2955,7 @@ void PlayerPreThink (void) self.crouch = TRUE; self.view_ofs = PL_CROUCH_VIEW_OFS; setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); - setanim(self, self.anim_duck, FALSE, TRUE, TRUE); + // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway } } else diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index ae2c05c27..f8beba94d 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -206,7 +206,7 @@ void player_setupanimsformodel() self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds self.anim_draw = animfixfps(self, '2 1 3'); - self.anim_duck = '3 1 100'; // FIXME ARRRRRGH this anim seems bogus in most models, so make it play VERY briefly! + // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;) self.anim_duckwalk = animfixfps(self, '4 1 1'); self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_duckidle = animfixfps(self, '6 1 1'); diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 9c2e843d1..6c37ac92d 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -128,7 +128,7 @@ float maxclients; .vector anim_die1; // player dies .vector anim_die2; // player dies differently .vector anim_draw; // player pulls out a weapon -.vector anim_duck; // player crouches (from idle to duckidle) +// .vector anim_duck; // player crouches (from idle to duckidle) .vector anim_duckwalk; // player walking while crouching .vector anim_duckjump; // player jumping from a crouch .vector anim_duckidle; // player idling while crouching