From: Rudolf Polzer Date: Sun, 9 Oct 2011 14:46:55 +0000 (+0200) Subject: Do not load anim duration for: X-Git-Tag: xonotic-v0.6.0~40^2~70 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=da3e979014331e32c4735271fa02f8da55cfd451;p=xonotic%2Fxonotic-data.pk3dir.git Do not load anim duration for: - jump, duckjump (is not a regular anim, plays as long as it "needs to") - duck (BROKEN IN ALL OUR MODELS) --- diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index 671f4a02c..ae2c05c27 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -205,17 +205,17 @@ void player_setupanimsformodel() // defaults for legacy .zym models without animinfo files 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'); // TODO: analyze models and set framerate - self.anim_duck = animfixfps(self, '3 1 100'); // this anim seems bogus in most models, so make it play VERY briefly! + 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_duckwalk = animfixfps(self, '4 1 1'); - self.anim_duckjump = animfixfps(self, '5 1 100'); // zym anims keep playing until changed, so this only has to start the anim, landing will end it + 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'); self.anim_idle = animfixfps(self, '7 1 1'); - self.anim_jump = animfixfps(self, '8 1 100'); // zym anims keep playing until changed, so this only has to start the anim, landing will end it + self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds - self.anim_shoot = animfixfps(self, '11 1 5'); // TODO: analyze models and set framerate - self.anim_taunt = animfixfps(self, '12 1 0.33'); // FIXME? there is no code using this anim + self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate + self.anim_taunt = animfixfps(self, '12 1 0.33'); self.anim_run = animfixfps(self, '13 1 1'); self.anim_runbackwards = animfixfps(self, '14 1 1'); self.anim_strafeleft = animfixfps(self, '15 1 1');