#if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qc"
+ #include "../dpdefs/csprogsdefs.qh"
#include "animdecide.qh"
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qc"
- #include "../dpdefs/dpextensions.qc"
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
#include "util.qh"
#include "animdecide.qh"
#include "../server/defs.qh"
makevectors(e.angles);
vector v;
- v_x = e.velocity * v_forward;
- v_y = e.velocity * v_right;
- v_z = 0;
+ v.x = e.velocity * v_forward;
+ v.y = e.velocity * v_right;
+ v.z = 0;
// we want to match like this:
// the 8 directions shall be "evenly spaced"
upper = lower;
if(e.frame1time != upper.y || e.frame2time != lower.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.fld_frame = upper.x;
- e.fld_frame1time = upper.y;
- e.fld_frame2 = lower.x;
- e.fld_frame2time = lower.y;
+ e.(fld_frame) = upper.x;
+ e.(fld_frame1time) = upper.y;
+ e.(fld_frame2) = lower.x;
+ e.(fld_frame2time) = lower.y;
}
else
{
upper = lower;
if(e.frame1time != upper.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.fld_frame = upper.x;
- e.fld_frame1time = upper.y;
+ e.(fld_frame) = upper.x;
+ e.(fld_frame1time) = upper.y;
}
}
-void animdecide_setstate(entity e, float newstate, float restart)
+void animdecide_setstate(entity e, int newstate, float restart)
{
if(!restart)
if(newstate == e.anim_state)