#include "player_skeleton.qh"
-#include "mutators/events.qh"
-#include "../lib/csqcmodel/cl_player.qh"
-#include "../lib/warpzone/anglestransform.qh"
+#include <client/mutators/_mod.qh>
+#include <common/physics/movetypes/movetypes.qh>
+#include <common/physics/player.qh>
+#include <lib/csqcmodel/cl_player.qh>
+#include <lib/warpzone/anglestransform.qh>
-.vector v_angle;
+.float v_angle_save_x;
-class(Skeleton) .float skeleton_info_modelindex;
-class(Skeleton) .float skeleton_info_skin;
+classfield(Skeleton) .float skeleton_info_modelindex;
+classfield(Skeleton) .float skeleton_info_skin;
const int BONETYPE_LOWER = 0;
const int BONETYPE_UPPER = 1;
const int MAX_BONES = 128;
-class(Skeleton) .float skeleton_bonetype[MAX_BONES];
-class(Skeleton) .float skeleton_numbones;
+classfield(Skeleton) .float skeleton_bonetype[MAX_BONES];
+classfield(Skeleton) .float skeleton_numbones;
void skeleton_loadinfo(entity e)
{
void skel_set_boneabs(float s, int bone, vector absorg)
{
- TC(int, bone);
+ TC(int, bone);
vector absang = fixedvectoangles2(v_forward, v_up);
vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
void skeleton_from_frames(entity e, bool is_dead)
{
- TC(bool, is_dead);
+ TC(bool, is_dead);
float m = e.modelindex;
if(!e.skeletonindex)
{
if(!is_dead)
{
- if(e == csqcplayer && !intermission)
- e.v_angle_x = input_angles_x;
+ if(e == csqcplayer)
+ {
+ if(e.move_movetype == MOVETYPE_NONE)
+ {
+ if(!e.v_angle_save_x)
+ e.v_angle_save_x = input_angles.x;
+ e.v_angle_x = e.v_angle_save_x;
+ }
+ else
+ e.v_angle_x = input_angles.x;
+ }
int i;
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(e.(bone_aim[i]))
{
- vector aim = '1 0 0' * bound(-90, e.v_angle.x, 90) * e.(bone_aimweight[i]);
+ vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]);
vector org = skel_get_boneabs(s, e.(bone_aim[i]));
vector ang_cur = fixedvectoangles2(v_forward, v_up);
vector ang = AnglesTransform_Multiply(aim, ang_cur);