]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/player_skeleton.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
index 146e306a08fd091a852d3b8097a84a23e56626c3..66827c8f30e3bdc2bfeb9508ce64a5a69bf86bea 100644 (file)
@@ -1,10 +1,12 @@
 #include "player_skeleton.qh"
 
+#include <common/physics/movetypes/movetypes.qh>
 #include "mutators/events.qh"
 #include "../lib/csqcmodel/cl_player.qh"
 #include "../lib/warpzone/anglestransform.qh"
 
 .vector v_angle;
+.float v_angle_save_x;
 
 class(Skeleton) .float skeleton_info_modelindex;
 class(Skeleton) .float skeleton_info_skin;
@@ -178,14 +180,23 @@ void skeleton_from_frames(entity e, bool is_dead)
 
        if(!is_dead)
        {
-               if(e == csqcplayer && !intermission)
-                       e.v_angle_x = input_angles_x;
+               if(e == csqcplayer)
+               {
+                       if(e.move_movetype == MOVETYPE_NONE)
+                       {
+                               if(!e.v_angle_save_x)
+                                       e.v_angle_save_x = input_angles.x;
+                               e.v_angle_x = e.v_angle_save_x;
+                       }
+                       else
+                               e.v_angle_x = input_angles.x;
+               }
                int i;
                for(i = 0; i < MAX_AIM_BONES; ++i)
                {
                        if(e.(bone_aim[i]))
                        {
-                               vector aim = '1 0 0' * bound(-90, e.v_angle.x, 90) * e.(bone_aimweight[i]);
+                               vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]);
                                vector org = skel_get_boneabs(s, e.(bone_aim[i]));
                                vector ang_cur = fixedvectoangles2(v_forward, v_up);
                                vector ang = AnglesTransform_Multiply(aim, ang_cur);