vector animdecide_getloweranim(entity e)
{
// death etc.
+ if(e.anim_state & ANIMSTATE_FOLLOW)
+ return vec3(((e.anim_state & ANIMSTATE_DUCK) ? e.anim_duckidle_x : e.anim_idle_x), e.anim_time, ANIMPRIO_DEAD); // dead priority so it's above all
if(e.anim_state & ANIMSTATE_FROZEN)
return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
if(e.anim_state & ANIMSTATE_DEAD1)