.vector anim_duckwalkbackleft;
.float animdecide_modelindex;
-void animdecide_init(entity e)
+void animdecide_load_if_needed(entity e)
{
if(e.modelindex == e.animdecide_modelindex)
return;
e.anim_melee_z = 0.001;
}
-#define ANIMPRIO_IDLE 0
-#define ANIMPRIO_ACTIVE 1
-#define ANIMPRIO_CROUCH 2
-#define ANIMPRIO_DEAD 3
+const float ANIMPRIO_IDLE = 0;
+const float ANIMPRIO_ACTIVE = 1;
+const float ANIMPRIO_CROUCH = 2;
+const float ANIMPRIO_DEAD = 3;
vector animdecide_getupperanim(entity e)
{
void animdecide_setimplicitstate(entity e, float onground)
{
- float s;
- s = 0;
+ int s = 0;
makevectors(e.angles);
vector v;