CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_LOD_Apply();
if(!isplayer)
+ {
+ skeleton_loadinfo(self);
+ float doblend = (self.bone_upperbody >= 0);
CSQCPlayer_FallbackFrame_Apply();
+ if(doblend)
+ {
+ skeleton_from_frames(self, self.csqcmodel_isdead);
+ }
+ else
+ {
+ free_skeleton_from_frames(self);
+ // just in case, clear these (we're animating in frame and frame3)
+ self.lerpfrac = 0;
+ self.lerpfrac4 = 0;
+ }
+ }
else
{
// we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!