return a;
}
+vector animfixfps2(entity e, vector a, vector b)
+{
+ // multi-frame anim: keep as-is
+ float dur;
+ dur = frameduration(e.modelindex, a_x);
+ if(dur <= 0)
+ {
+ a = b;
+ dur = frameduration(e.modelindex, a_x);
+ }
+ if(a_y == 1)
+ {
+ if(dur > 0)
+ a_z = 1.0 / dur;
+ }
+ return a;
+}
+
/*
==================
SUB_Remove
if (lag)
{
// take players back into the past
- player = player_list;
- while (player)
- {
- antilag_takeback(player, time - lag);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_takeback(player, time - lag);
}
// do the trace
// restore players to current positions
if (lag)
{
- player = player_list;
- while (player)
- {
- antilag_restore(player);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_restore(player);
}
// restore shooter solid type