From: FruitieX Date: Fri, 27 May 2011 14:34:18 +0000 (+0300) Subject: replace numbers by self.anim_*_x X-Git-Tag: xonotic-v0.6.0~40^2~76^2~10 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=5cb932be0d5513911096f8942d2f50f22531c6f8;p=xonotic%2Fxonotic-data.pk3dir.git replace numbers by self.anim_*_x --- diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 63b12ffb5..ebfbc924b 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -163,7 +163,7 @@ void PlayerJump (void) if (self.crouch) setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE); - else if (self.animstate_startframe != 23) // jump animation shouldn't override melee until we have animation blending + else if (self.animstate_startframe != self.anim_melee_x) // jump animation shouldn't override melee until we have animation blending setanim(self, self.anim_jump, FALSE, TRUE, TRUE); if(g_jump_grunt) diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index d42306591..382645810 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -266,19 +266,19 @@ void player_anim (void) if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim { - if (self.crouch && self.animstate_startframe != 5) // don't perform another trace if already playing the crouch jump anim + if (self.crouch && self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim { traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self); - if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == 7) // don't get stuck on idle animation in midair + if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair { setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump); self.restart_jump = FALSE; } } - else if (self.animstate_startframe != 8) // don't perform another trace if already playing the jump anim + else if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim { traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self); - if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == 7) // don't get stuck on idle animation in midair + if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair { setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump); self.restart_jump = FALSE; diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index f3040117a..78c81c813 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1268,7 +1268,7 @@ void weapon_thinkf(float fr, float t, void() func) anim_z = anim_y / (t + sys_frametime); setanim(self, anim, FALSE, TRUE, TRUE); } - else if (self.animstate_startframe == 7) // only allow shoot anim to override idle animation until we have animation blending + else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending { anim = self.anim_shoot; anim_z = anim_y / (t + sys_frametime);