The issues were caused by attempting to animate the stomach model. Basically, if we animate the stomach model, that causes problems and lag. But there's no way to tell the animation code if that is the stomach model or the normal one, so the only alternative was not animating the model at all, which meant players were moving around like chess pieces. It seems that skipping an (useless) attempt to animate fixes it all however.
{\r
precache_model(modelname);\r
setmodel(self, modelname); // players have high precision\r
{\r
precache_model(modelname);\r
setmodel(self, modelname); // players have high precision\r
-\r
- // don't attempt to animate the stomach model\r
- if not(substring(modelname, strlen(modelname) - 8 - 4, 8) == "_stomach") // - 4 is the extension\r
- player_setupanimsformodel();\r
+ player_setupanimsformodel();\r
}\r
\r
string setmodel_state()\r
}\r
\r
string setmodel_state()\r
}\r
else\r
dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
}\r
else\r
dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
+\r
+ // the line below is disabled due to issues with the stomach model, which cannot be animated.\r
+ // customizeentityforclient cannot let this part of the code know whether it's the stomach model or normal\r
+ // player model we're using. Attempting to animate the stomach model causes BIG issues, and must not be allowed.\r
+\r
- setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
+ //setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
};\r
\r
void player_anim (void)\r
};\r
\r
void player_anim (void)\r