self.anim_lower_time = oldself.anim_lower_time;
self.anim_upper_action = oldself.anim_upper_action;
self.anim_upper_time = oldself.anim_upper_time;
+ self.anim_implicit_state = oldself.anim_implicit_state;
+ self.anim_implicit_time = oldself.anim_implicit_time;
+ self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
self.dphitcontentsmask = oldself.dphitcontentsmask;
self.death_time = oldself.death_time;
self.pain_finished = oldself.pain_finished;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
- animdecide_setframes(self, self.flags, FALSE, frame, frame1time, frame2, frame2time);
+ animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
self = oldself;
}
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, FALSE);
+ animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
+
+#ifndef NO_LEGACY_NETWORKING
+ if(!self.iscsqcmodel)
+ animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+#endif
if (self.weaponentity)
{