.float skeleton_info_modelindex;
.float skeleton_info_skin;
-#define BONETYPE_LOWER 0
-#define BONETYPE_UPPER 1
-#define MAX_BONES 128
+const float BONETYPE_LOWER = 0;
+const float BONETYPE_UPPER = 1;
+const float MAX_BONES = 128;
.float skeleton_bonetype[MAX_BONES];
.float skeleton_numbones;
{
if(e.(bone_aim[i]))
{
- vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.(bone_aimweight[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);