]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/animdecide.qc
Merge branch 'master' into Mario/stats_eloranking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / animdecide.qc
index c4b428e4934c05dc1f17a73a9164779d7278962d..69fe458269845c7e0acf7b3eaa17c3008cd5581d 100644 (file)
@@ -1,6 +1,6 @@
 #include "animdecide.qh"
 
-#include <common/monsters/all.qh>
+#include <common/monsters/_mod.qh>
 
 #if defined(SVQC)
     #include "util.qh"
 bool monsters_animoverride(entity this)
 {
        Monster monster_id = NULL;
-       FOREACH(Monsters, it != WEP_Null, LAMBDA(
-               if(it.model == this.model)
-               {
-                       monster_id = it;
-                       break;
-               }
-       ));
+       FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
+        monster_id = it;
+        break;
+       });
 
        if(!monster_id) { return false; }
 
@@ -213,9 +210,8 @@ vector animdecide_getloweranim(entity e)
                                return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
                                return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
-                       default:
-                               return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
                }
+               return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
        }
        else
        {
@@ -239,12 +235,11 @@ vector animdecide_getloweranim(entity e)
                                return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
                                return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
-                       default:
-                               return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
                }
+               return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
        }
        // can't get here
-       return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
+       //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
 }
 
 void animdecide_setimplicitstate(entity e, float onground)