teleport bit: always reset animation there too
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 21 Jun 2009 20:22:20 +0000 (20:22 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 21 Jun 2009 20:22:20 +0000 (20:22 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9031 d7cf8633-e32d-0410-b094-e92efae38249

cl_parse.c

index fe0c1c5..bee2cb5 100644 (file)
@@ -1871,10 +1871,11 @@ void CL_MoveLerpEntityStates(entity_t *ent)
                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;