From: Sahil Singhal Date: Thu, 19 May 2011 19:42:56 +0000 (-0400) Subject: Actually set the melee anim. X-Git-Tag: xonotic-v0.5.0~220^2~4^2~2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=dcac695c2e9a7191b74672c3902b2acfc06b7bdd;p=xonotic%2Fxonotic-data.pk3dir.git Actually set the melee anim. --- diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 4233e7d92..6a3f5ea88 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1258,7 +1258,6 @@ void weapon_thinkf(float fr, float t, void() func) //dprint("next ", ftos(self.weapon_nextthink), "\n"); // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting! - /* if (restartanim) if (t) if (!self.crouch) // shoot anim stands up, this looks bad @@ -1266,12 +1265,11 @@ void weapon_thinkf(float fr, float t, void() func) local vector anim; if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) anim = self.anim_melee; - else - anim = self.anim_shoot; + /*else + anim = self.anim_shoot;*/ anim_z = anim_y / (t + sys_frametime); setanim(self, anim, FALSE, TRUE, TRUE); } - */ }; void weapon_boblayer1(float spd, vector org)