anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
}
+ else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
+ {
+ anim = self.anim_shoot;
+ anim_z = anim_y / (t + sys_frametime);
+ setanim(self, anim, FALSE, TRUE, TRUE);
+ }
}
};
if(ammo_reload)
{
self.clip_load -= ammo_use;
- self.weapon_load[self.weapon] = self.clip_load;
+ self.(weapon_load[self.weapon]) = self.clip_load;
}
else
self.(self.current_ammo) -= ammo_use;
self.(self.current_ammo) -= 1;
}
}
- self.weapon_load[self.weapon] = self.clip_load;
+ self.(weapon_load[self.weapon]) = self.clip_load;
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
if(self.clip_load < 0)
self.clip_load = 0;
self.old_clip_load = self.clip_load;
- self.clip_load = self.weapon_load[self.weapon] = -1;
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;
}