// client side frame inferring
void animdecide_setimplicitstate(entity e, float onground);
-void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time);
+void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time);
// please network this one
.int anim_state;
// explicit anim states (networked)
void animdecide_setstate(entity e, float newstate, float restart);
-const float ANIMSTATE_DEAD1 = 1; // base frames: die1
-const float ANIMSTATE_DEAD2 = 2; // base frames: die2
-const float ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc.
-const float ANIMSTATE_FROZEN = 8; // force idle
+const int ANIMSTATE_DEAD1 = 1; // base frames: die1
+const int ANIMSTATE_DEAD2 = 2; // base frames: die2
+const int ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc.
+const int ANIMSTATE_FROZEN = 8; // force idle
// implicit anim states (inferred from velocity, etc.)
-const float ANIMIMPLICITSTATE_INAIR = 1;
-const float ANIMIMPLICITSTATE_FORWARD = 2;
-const float ANIMIMPLICITSTATE_BACKWARDS = 4;
-const float ANIMIMPLICITSTATE_LEFT = 8;
-const float ANIMIMPLICITSTATE_RIGHT = 16;
-const float ANIMIMPLICITSTATE_JUMPRELEASED = 32;
+const int ANIMIMPLICITSTATE_INAIR = 1;
+const int ANIMIMPLICITSTATE_FORWARD = 2;
+const int ANIMIMPLICITSTATE_BACKWARDS = 4;
+const int ANIMIMPLICITSTATE_LEFT = 8;
+const int ANIMIMPLICITSTATE_RIGHT = 16;
+const int ANIMIMPLICITSTATE_JUMPRELEASED = 32;
// explicit actions (networked); negative values are for lower body
void animdecide_setaction(entity e, float action, float restart);
-const float ANIMACTION_JUMP = -1; // jump
-const float ANIMACTION_DRAW = 1; // draw
-const float ANIMACTION_PAIN1 = 2; // pain
-const float ANIMACTION_PAIN2 = 3; // pain
-const float ANIMACTION_SHOOT = 4; // shoot
-const float ANIMACTION_TAUNT = 5; // taunt
-const float ANIMACTION_MELEE = 6; // melee
+const int ANIMACTION_JUMP = -1; // jump
+const int ANIMACTION_DRAW = 1; // draw
+const int ANIMACTION_PAIN1 = 2; // pain
+const int ANIMACTION_PAIN2 = 3; // pain
+const int ANIMACTION_SHOOT = 4; // shoot
+const int ANIMACTION_TAUNT = 5; // taunt
+const int ANIMACTION_MELEE = 6; // melee