self.solid = oldself.solid;\r
self.takedamage = oldself.takedamage;\r
self.think = oldself.think;\r
+ self.scale = oldself.scale;\r
self.customizeentityforclient = oldself.customizeentityforclient;\r
self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
self.anim_backright = '21 1 1';\r
self.anim_backleft = '22 1 1';\r
animparseerror = FALSE;\r
- animfilename = strcat(self.model, ".animinfo");\r
+ animfilename = strcat(self.playermodel, ".animinfo"); // only the normal player model may contain animation info\r
animfile = fopen(animfilename, FILE_READ);\r
if (animfile >= 0)\r
{\r
else\r
dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
\r
- // the line below is disabled due to issues with the stomach model, which cannot be animated.\r
- // customizeentityforclient cannot let this part of the code know whether it's the stomach model or normal\r
- // player model we're using. Attempting to animate the stomach model causes BIG issues, and must not be allowed.\r
-\r
// reset animstate now\r
- //setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
+ setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
};\r
\r
void player_anim (void)\r
}\r
}\r
\r
-.float dropweapon_check;\r
void UpdateSelectedPlayer()\r
{\r
entity selected;\r