{
if (self.weaponentity.state == WS_CLEAR)
{
- setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+ //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
self.weapon_think = func;
//dprint("next ", ftos(self.weapon_nextthink), "\n");
+ // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
+ /*
if (restartanim)
if (t)
if (!self.crouch) // shoot anim stands up, this looks bad
anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
}
+ */
};
void weapon_boblayer1(float spd, vector org)