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);