self.crouch = TRUE;
self.view_ofs = PL_CROUCH_VIEW_OFS;
setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
- setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
+ // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
}
}
else
self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
self.anim_draw = animfixfps(self, '2 1 3');
- self.anim_duck = '3 1 100'; // FIXME ARRRRRGH this anim seems bogus in most models, so make it play VERY briefly!
+ // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
self.anim_duckwalk = animfixfps(self, '4 1 1');
self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
self.anim_duckidle = animfixfps(self, '6 1 1');
.vector anim_die1; // player dies
.vector anim_die2; // player dies differently
.vector anim_draw; // player pulls out a weapon
-.vector anim_duck; // player crouches (from idle to duckidle)
+// .vector anim_duck; // player crouches (from idle to duckidle)
.vector anim_duckwalk; // player walking while crouching
.vector anim_duckjump; // player jumping from a crouch
.vector anim_duckidle; // player idling while crouching