#include "player_skeleton.qh"
+#include "../common/csqcmodel_settings.qh"
+
#include "../warpzonelib/anglestransform.qh"
-.float skeleton_info_modelindex;
-.float skeleton_info_skin;
+class(Skeleton) .float skeleton_info_modelindex;
+class(Skeleton) .float skeleton_info_skin;
const int BONETYPE_LOWER = 0;
const int BONETYPE_UPPER = 1;
const int MAX_BONES = 128;
-.float skeleton_bonetype[MAX_BONES];
-.float skeleton_numbones;
+class(Skeleton) .float skeleton_bonetype[MAX_BONES];
+class(Skeleton) .float skeleton_numbones;
void skeleton_loadinfo(entity e)
{
}
else
dprint("No model parameters for ", e.model, "\n");
- dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
+ //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
get_model_parameters(string_null, 0);
e.skeleton_info_modelindex = e.modelindex;
e.skeleton_info_skin = e.skin;
if(!is_dead)
{
+ if(self == csqcplayer)
+ self.v_angle_x = input_angles_x;
int i;
for(i = 0; i < MAX_AIM_BONES; ++i)
{