int slot = ReadByte();
bool restartanim = ReadByte();
entity wepent = viewmodels[slot];
- anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
+ wepent.animstate_looping = false;
+ else
+ anim_set(wepent, a, !restartanim, restartanim, restartanim);
wepent.state = ReadByte();
wepent.weapon_nextthink = ReadFloat();
switch (wepent.state)