.float skeleton_info_modelindex;
.float skeleton_info_skin;
-#define BONETYPE_LOWER 0
-#define BONETYPE_UPPER 1
-#define MAX_BONES 128
+const float BONETYPE_LOWER = 0;
+const float BONETYPE_UPPER = 1;
+const float MAX_BONES = 128;
.float skeleton_bonetype[MAX_BONES];
.float skeleton_numbones;
/*
vector neworg = skel_get_boneabs(s, bone);
- print(sprintf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up)));
- print(sprintf("ORG: want: %v, got: %v\n", absorg, neworg));
+ printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
+ printf("ORG: want: %v, got: %v\n", absorg, neworg);
*/
}
e.lerpfrac3 = 0;
e.lerpfrac4 = savelerpfrac4 * 2;
}
- //print(sprintf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype));
- //print(sprintf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4));
+ //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
+ //printf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4);
skel_build(s, e, m, 0, firstbone + 1, bone);
}
e.lerpfrac = savelerpfrac;