void skel_set_boneabs(float s, int bone, vector absorg)
{
- TC(int, bone);
+ TC(int, bone);
vector absang = fixedvectoangles2(v_forward, v_up);
vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
void skeleton_from_frames(entity e, bool is_dead)
{
- TC(bool, is_dead);
+ TC(bool, is_dead);
float m = e.modelindex;
if(!e.skeletonindex)
{