if (a >= 24)
{
a -= 24;
- return '0 0 1' * power2of(a);
+ return '0 0 1' * (2 ** a);
}
- return '0 1 0' * power2of(a);
+ return '0 1 0' * (2 ** a);
}
- return '1 0 0' * power2of(a);
+ return '1 0 0' * (2 ** a);
}
#ifdef SVQC
void WriteWepSet(float dst, WepSet w)
string W_Sound(string w_snd)
{
string output = strcat("weapons/", w_snd);
-#ifdef SVQC
- MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
- return M_ARGV(1, string);
-#else
- return output;
-#endif
+ MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
+ return M_ARGV(1, string);
}
string W_Model(string w_mdl)
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)