From dcac695c2e9a7191b74672c3902b2acfc06b7bdd Mon Sep 17 00:00:00 2001 From: Sahil Singhal Date: Thu, 19 May 2011 15:42:56 -0400 Subject: [PATCH] Actually set the melee anim. --- qcsrc/server/cl_weaponsystem.qc | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 4233e7d92..6a3f5ea88 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1258,7 +1258,6 @@ void weapon_thinkf(float fr, float t, void() 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 @@ -1266,12 +1265,11 @@ void weapon_thinkf(float fr, float t, void() func) local vector anim; if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2) anim = self.anim_melee; - else - anim = self.anim_shoot; + /*else + anim = self.anim_shoot;*/ anim_z = anim_y / (t + sys_frametime); setanim(self, anim, FALSE, TRUE, TRUE); } - */ }; void weapon_boblayer1(float spd, vector org) -- 2.39.2