animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, false);
animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
-
- int slot = 0; // TODO: unhardcode
- {
- if (self.weaponentity[slot])
- {
- updateanim(self.weaponentity[slot]);
- if (!self.weaponentity[slot].animstate_override)
- setanim(self.weaponentity[slot], self.weaponentity[slot].anim_idle, true, false, false);
- }
- }
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)