+#ifndef ANIMDECIDE_H
+#define ANIMDECIDE_H
+
// must be called at least once to initialize, or when modelindex is changed
void animdecide_load_if_needed(entity e);
.float anim_upper_implicit_time;
// explicit anim states (networked)
-void animdecide_setstate(entity e, float newstate, float restart);
+void animdecide_setstate(entity e, int newstate, float restart);
const int ANIMSTATE_DEAD1 = 1; // base frames: die1
const int ANIMSTATE_DEAD2 = 2; // base frames: die2
const int ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc.
const int ANIMACTION_SHOOT = 4; // shoot
const int ANIMACTION_TAUNT = 5; // taunt
const int ANIMACTION_MELEE = 6; // melee
+#endif