- vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.bone_aim2weight;
- vector org = skel_get_boneabs(s, e.bone_aim2);
- vector ang_cur = fixedvectoangles2(v_forward, v_up);
- vector ang = AnglesTransform_Multiply(aim, ang_cur);
- fixedmakevectors(ang);
- skel_set_boneabs(s, e.bone_aim2, org);
+ if(self == csqcplayer)
+ self.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, self.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);
+ fixedmakevectors(ang);
+ skel_set_boneabs(s, e.(bone_aim[i]), org);
+ }
+ }