#include "player_skeleton.qh"
-#include "mutators/events.qh"
+#include <common/physics/movetypes/movetypes.qh>
+#include <common/physics/player.qh>
+#include <client/mutators/_mod.qh>
#include "../lib/csqcmodel/cl_player.qh"
#include "../lib/warpzone/anglestransform.qh"
-.float v_angle_x;
.float v_angle_save_x;
-class(Skeleton) .float skeleton_info_modelindex;
-class(Skeleton) .float skeleton_info_skin;
+classfield(Skeleton) .float skeleton_info_modelindex;
+classfield(Skeleton) .float skeleton_info_skin;
const int BONETYPE_LOWER = 0;
const int BONETYPE_UPPER = 1;
const int MAX_BONES = 128;
-class(Skeleton) .float skeleton_bonetype[MAX_BONES];
-class(Skeleton) .float skeleton_numbones;
+classfield(Skeleton) .float skeleton_bonetype[MAX_BONES];
+classfield(Skeleton) .float skeleton_numbones;
void skeleton_loadinfo(entity e)
{
{
if(e == csqcplayer)
{
- if(intermission)
+ if(e.move_movetype == MOVETYPE_NONE)
{
if(!e.v_angle_save_x)
e.v_angle_save_x = input_angles.x;