.float skeleton_info_modelindex;
.float skeleton_info_skin;
-const float BONETYPE_LOWER = 0;
-const float BONETYPE_UPPER = 1;
-const float MAX_BONES = 128;
+const int BONETYPE_LOWER = 0;
+const int BONETYPE_UPPER = 1;
+const int MAX_BONES = 128;
.float skeleton_bonetype[MAX_BONES];
.float skeleton_numbones;
void skeleton_loadinfo(entity e)
{
- float i;
+ int i;
if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
return;
e.bone_upperbody = 0;
{
float s = e.skeletonindex;
float n = (e.skeleton_numbones = skel_get_numbones(s));
- float i;
+ int i;
for(i = 1; i <= n; ++i)
{
float t = BONETYPE_LOWER;
- float p = skel_get_boneparent(s, i);
+ int p = skel_get_boneparent(s, i);
if(p > 0)
t = e.(skeleton_bonetype[p-1]);
if(i == e.bone_upperbody)
void skeleton_from_frames(entity e, float is_dead)
{
- float i;
float m = e.modelindex;
if(!e.skeletonindex)
{
float s = e.skeletonindex;
if(!s)
return;
- float bone;
float n = e.skeleton_numbones;
float savelerpfrac = e.lerpfrac;
float savelerpfrac3 = e.lerpfrac3;
skel_get_boneabs(s, e.bone_upperbody);
fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
}
-
+ int bone;
for(bone = 0; bone < n; )
{
float firstbone = bone;
if(!is_dead)
{
+ int i;
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(e.(bone_aim[i]))