#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;
}
}
-void skel_set_boneabs(float s, float bone, vector absorg)
+void skel_set_boneabs(float s, int bone, vector absorg)
{
+ 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, float is_dead)
-{SELFPARAM();
+void skeleton_from_frames(entity e, bool is_dead)
+{
+ TC(bool, is_dead);
float m = e.modelindex;
if(!e.skeletonindex)
{
if(!is_dead)
{
- if(self == csqcplayer)
- self.v_angle_x = input_angles_x;
+ if(e == csqcplayer && !intermission)
+ 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);