self.effects = oldself.effects;
self.glowmod = oldself.glowmod;
self.event_damage = oldself.event_damage;
- self.animstate_startframe = oldself.animstate_startframe;
- self.animstate_numframes = oldself.animstate_numframes;
- self.animstate_framerate = oldself.animstate_framerate;
- self.animstate_starttime = oldself.animstate_starttime;
- self.animstate_endtime = oldself.animstate_endtime;
- self.animstate_override = oldself.animstate_override;
- self.animstate_looping = oldself.animstate_looping;
+ self.anim_state = oldself.anim_state;
+ self.anim_time = oldself.anim_time;
+ self.anim_lower_action = oldself.anim_lower_action;
+ 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.dphitcontentsmask = oldself.dphitcontentsmask;
self.death_time = oldself.death_time;
- self.frame = oldself.frame;
self.pain_finished = oldself.pain_finished;
self.health = oldself.health;
self.armorvalue = oldself.armorvalue;
self.CopyBody_think = oldself.think;
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);
self = oldself;
}
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, FALSE);
- animdecide_setframes(self, self.flags, FALSE, frame, frame1time, frame2, frame2time);
-
if (self.weaponentity)
{
updateanim(self.weaponentity);