ent->state_current.modelindex = 0;
}
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ ent->render.frame1time = ent->render.frame2time = cl.time;
+ ent->render.framelerp = 1;
+ }
+
// start on the entity after the world
entitylinkframenumber++;
for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
=================
*/
//VorteX: cvars for GAME_NETHERWORLD
-cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
+cvar_t __cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
if (gamemode == GAME_NETHERWORLD)
{
- Cvar_RegisterVariable (&cl_playermodel);
+ Cvar_RegisterVariable (&__cl_playermodel);
Cvar_RegisterVariable (&cl_footsteps);
Cvar_RegisterVariable (&cl_weapon_ofs);
Cvar_RegisterVariable (&cl_weapon_bstep);