#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;
e.bone_weapon = gettagindex(e, "tag_weapon");
if(!e.bone_weapon)
e.bone_weapon = gettagindex(e, "bip01 r hand");
+ MUTATOR_CALLHOOK(Skeleton_CheckBones, e);
for(i = 0; i < MAX_AIM_BONES; ++i)
{
e.(bone_aim[i]) = 0;
e.fixbone = get_model_parameters_fixbone;
if(get_model_parameters_bone_weapon)
e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
+ MUTATOR_CALLHOOK(Skeleton_CheckModel, e);
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(get_model_parameters_bone_aim[i])
}
}
else
- dprint("No model parameters for ", e.model, "\n");
- dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\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;
e.skeleton_info_skin = e.skin;
}
void skeleton_from_frames(entity e, float is_dead)
-{
+{SELFPARAM();
float m = e.modelindex;
if(!e.skeletonindex)
{
if(!is_dead)
{
- if(self == csqcplayer)
- self.v_angle_x = input_angles_x;
+ if(e == csqcplayer)
+ 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);