RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, {
if (remaining & (it.m_wepset))
- RandomSelection_Add(it, 0, string_null, 1, 1);
+ RandomSelection_AddEnt(it, 1, 1);
});
Weapon w = RandomSelection_chosen_ent;
result |= WepSet_FromWeapon(w);
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)