VectorCopy(ent->state_current.angles, ent->persistent.newangles);
ent->persistent.trail_allowed = false;
- if(ent->state_current.frame != ent->state_previous.frame)
+ // if(ent->state_current.frame != ent->state_previous.frame)
+ // do this even if we did change the frame
+ // teleport bit is only used if an animation restart, or a jump, is necessary
+ // so it should be always harmless to do this
{
- // if we ALSO changed animation frame in the process (but ONLY then!)
- // then let's reset the animation interpolation too
ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;