- setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below
- animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");
- animfile = fopen(animfilename, FILE_READ);
- // preset some defaults that work great for renamed zym files (which don't need an animinfo)
- self.anim_fire1 = '0 1 0.01';
- self.anim_fire2 = '1 1 0.01';
- self.anim_idle = '2 1 0.01';
- self.anim_reload = '3 1 0.01';
- if (animfile >= 0)
- {
- animparseerror = FALSE;
- self.anim_fire1 = animparseline(animfile);
- self.anim_fire2 = animparseline(animfile);
- self.anim_idle = animparseline(animfile);
- self.anim_reload = animparseline(animfile);
- fclose(animfile);
- if (animparseerror)
- print("Parse error in ", animfilename, ", some player animations are broken\n");
- }
-
- // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
- // if we don't, this is a "real" animated model
- if(gettagindex(self, "weapon"))
- {
- if (!self.weaponentity)
- self.weaponentity = spawn();
- setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
- setattachment(self.weaponentity, self, "weapon");
- }
- else if(gettagindex(self, "tag_weapon"))
- {
- if (!self.weaponentity)
- self.weaponentity = spawn();
- setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
- setattachment(self.weaponentity, self, "tag_weapon");
- }
- else
- {
- if(self.weaponentity)
- remove(self.weaponentity);
- self.weaponentity = world;
- }