return v;
}
-vector animfixfps(entity e, vector a)
+vector animfixfps(entity e, vector a, vector b)
{
// multi-frame anim: keep as-is
if(a_y == 1)
{
float dur;
dur = frameduration(e.modelindex, a_x);
+ if(dur <= 0 && b_y)
+ {
+ a = b;
+ dur = frameduration(e.modelindex, a_x);
+ }
if(dur > 0)
a_z = 1.0 / dur;
}