]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/player_skeleton.qc
Don't spawn behind the player in spawn near teammates mutator
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
index 00f9543717f39c5f19c5c6e09cd7667d2f99e620..7fa065ca4a42d9912906be6e69697d7ce9968a10 100644 (file)
@@ -1,8 +1,10 @@
 #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;
@@ -107,7 +109,7 @@ void free_skeleton_from_frames(entity e)
 }
 
 void skeleton_from_frames(entity e, float is_dead)
-{
+{SELFPARAM();
        float m = e.modelindex;
        if(!e.skeletonindex)
        {
@@ -174,14 +176,14 @@ void skeleton_from_frames(entity e, float is_dead)
 
        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);