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)