.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
.vector anim_melee; // player doing the melee action
+.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
// weapon animation vectors:
.vector anim_fire1;
..float current_ammo;
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;