]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/player_skeleton.qc
Fix player run animation continuing after match ends, fix players able to aim their...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
index 96b91d1c8042d4a7611e47da81b778443c625dbe..85a798f3f427f39e122f7f6187161d4e00d859ec 100644 (file)
@@ -1,8 +1,10 @@
 #include "player_skeleton.qh"
 
-#include "../common/csqcmodel_settings.qh"
+#include "mutators/events.qh"
+#include "../lib/csqcmodel/cl_player.qh"
+#include "../lib/warpzone/anglestransform.qh"
 
-#include "../warpzonelib/anglestransform.qh"
+.vector v_angle;
 
 class(Skeleton) .float skeleton_info_modelindex;
 class(Skeleton) .float skeleton_info_skin;
@@ -48,7 +50,7 @@ void skeleton_loadinfo(entity e)
                }
        }
        else
-               dprint("No model parameters for ", e.model, "\n");
+               LOG_TRACE("No model parameters for ", e.model, "\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;
@@ -77,8 +79,9 @@ void skeleton_markbones(entity e)
        }
 }
 
-void skel_set_boneabs(float s, float bone, vector absorg)
+void skel_set_boneabs(float s, int bone, vector absorg)
 {
+    TC(int, bone);
        vector absang = fixedvectoangles2(v_forward, v_up);
 
        vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
@@ -106,8 +109,9 @@ void free_skeleton_from_frames(entity e)
        }
 }
 
-void skeleton_from_frames(entity e, float is_dead)
+void skeleton_from_frames(entity e, bool is_dead)
 {
+    TC(bool, is_dead);
        float m = e.modelindex;
        if(!e.skeletonindex)
        {
@@ -174,14 +178,14 @@ void skeleton_from_frames(entity e, float is_dead)
 
        if(!is_dead)
        {
-               if(self == csqcplayer)
-                       self.v_angle_x = input_angles_x;
+               if(e == csqcplayer && !intermission)
+                       e.v_angle_x = input_angles_x;
                int i;
                for(i = 0; i < MAX_AIM_BONES; ++i)
                {
                        if(e.(bone_aim[i]))
                        {
-                               vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]);
+                               vector aim = '1 0 0' * bound(-90, e.v_angle.x, 90) * e.(bone_aimweight[i]);
                                vector org = skel_get_boneabs(s, e.(bone_aim[i]));
                                vector ang_cur = fixedvectoangles2(v_forward, v_up);
                                vector ang = AnglesTransform_Multiply(aim, ang_cur);