From e0dc7e48eab9833f4cdfcf02d8dc1fb030e63670 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Tue, 4 Dec 2012 17:42:47 +0100 Subject: [PATCH] fix bugs; now blending WORKS! (set _animblend 1) --- qcsrc/client/csqcmodel_hooks.qc | 1 - qcsrc/client/player_skeleton.qc | 6 +++--- qcsrc/common/animdecide.qc | 4 ++-- 3 files changed, 5 insertions(+), 6 deletions(-) diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 7a642e3bd..933cc2371 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -609,7 +609,6 @@ void CSQCModel_Hook_PreDraw(float isplayer) animdecide_init(self); // FIXME only do this on model change animdecide_setimplicitstate(self, onground); animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time); - print(sprintf("frames: %d %d\n", self.anim_frame, self.anim_frame2)); float sf = 0; if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time) sf |= CSQCMODEL_PROPERTY_FRAME; diff --git a/qcsrc/client/player_skeleton.qc b/qcsrc/client/player_skeleton.qc index 42efe9bee..48fb8a34b 100644 --- a/qcsrc/client/player_skeleton.qc +++ b/qcsrc/client/player_skeleton.qc @@ -67,16 +67,16 @@ void skeleton_from_frames(entity e) float bonetype = e.skeleton_bonetype[bone]; for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone) ; - if(bonetype == BONETYPE_LOWER && 1) + if(bonetype == BONETYPE_UPPER) { - // only show frames 1+3 + // only show frames 1+3 (upper body) e.lerpfrac = 0; e.lerpfrac3 = savelerpfrac3 * 2; e.lerpfrac4 = 0; } else { - // only show frames 2+4 + // only show frames 2+4 (lower body) e.lerpfrac = savelerpfrac * 2; e.lerpfrac3 = 0; e.lerpfrac4 = savelerpfrac4 * 2; diff --git a/qcsrc/common/animdecide.qc b/qcsrc/common/animdecide.qc index bb2429bb3..17f8b57ac 100644 --- a/qcsrc/common/animdecide.qc +++ b/qcsrc/common/animdecide.qc @@ -66,8 +66,8 @@ void animdecide_init(entity e) e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1'); // these anims ought to stay until stopped explicitly by weaponsystem - e.aim_shoot_z = 0.001; - e.aim_melee_z = 0.001; + e.anim_shoot_z = 0.001; + e.anim_melee_z = 0.001; } #define ANIMPRIO_IDLE 0 -- 2.39.2