if (!anim)
return; // no animation was given to us! We can't use this.
- if (anim_x == e.animstate_startframe)
- if (anim_y == e.animstate_numframes)
- if (anim_z == e.animstate_framerate)
+ if (anim.x == e.animstate_startframe)
+ if (anim.y == e.animstate_numframes)
+ if (anim.z == e.animstate_framerate)
{
if(restart)
{
if(restart > 0)
- if(anim_y == 1) // ZYM animation
+ if(anim.y == 1) // ZYM animation
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
}
else
vector destangle;
destangle = delta + 2 * delta2 * phasepos;
destangle = vectoangles(destangle);
- destangle_x = -destangle.x; // flip up / down orientation
+ destangle.x = -destangle.x; // flip up / down orientation
// take the shortest distance for the angles
self.owner.angles_x -= 360 * floor((self.owner.angles.x - destangle.x) / 360 + 0.5);
if (c & 1)
{
h = vec.y;
- vec_y = vec.x;
- vec_x = vec.z;
- vec_z = h;
+ vec.y = vec.x;
+ vec.x = vec.z;
+ vec.z = h;
}
c = c + 1;
}