#include "animdecide.qh"
-#include <common/monsters/all.qh>
+#include <common/monsters/_mod.qh>
#if defined(SVQC)
#include "util.qh"
bool monsters_animoverride(entity this)
{
Monster monster_id = NULL;
- FOREACH(Monsters, it != MON_Null, LAMBDA(
- if(it.model == this.model)
- {
- monster_id = it;
- break;
- }
- ));
+ FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
+ monster_id = it;
+ break;
+ });
if(!monster_id) { return false; }
return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
- default:
- return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
}
+ return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
}
else
{
return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
- default:
- return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
// can't get here
- return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
+ //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
void animdecide_setimplicitstate(entity e, float onground)