-#if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
- #include "animdecide.qh"
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
+#include "animdecide.qh"
+
+#include "monsters/all.qh"
+
+#if defined(SVQC)
#include "util.qh"
- #include "animdecide.qh"
#include "../server/defs.qh"
#endif
bool monsters_animoverride(entity e)
{
- int monster_id = 0;
+ Monster monster_id = NULL;
for(int i = MON_FIRST; i <= MON_LAST; ++i)
{
entity mon = get_monsterinfo(i);
//if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
if(e.model == mon.model)
{
- monster_id = i;
+ monster_id = mon;
break;
}
}
if(!monster_id) { return false; }
- MON_ACTION(monster_id, MR_ANIM);
+ monster_id.mr_anim(monster_id);
vector none = '0 0 0';
e.anim_duckwalk = e.anim_walk;
vector animdecide_getloweranim(entity e)
{
// death etc.
+ if(e.anim_state & ANIMSTATE_FOLLOW)
+ return vec3(((e.anim_state & ANIMSTATE_DUCK) ? e.anim_duckidle_x : e.anim_idle_x), e.anim_time, ANIMPRIO_DEAD); // dead priority so it's above all
if(e.anim_state & ANIMSTATE_FROZEN)
return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
if(e.anim_state & ANIMSTATE_DEAD1)