restartanim = fr != WFRAME_IDLE;
}
- vector of = v_forward;
- vector or = v_right;
- vector ou = v_up;
-
vector a = '0 0 0';
this.wframe = fr;
if (fr == WFRAME_IDLE) a = this.anim_idle;
a = this.anim_reload;
a.z *= g_weaponratefactor;
- v_forward = of;
- v_right = or;
- v_up = ou;
-
if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
return;
}
- makevectors(actor.v_angle);
- vector fo = v_forward; // save them in case the weapon think functions change it
- vector ri = v_right;
- vector up = v_up;
+ MAKE_VECTORS_NEW(actor.v_angle, fo, ri, up);
// Change weapon
if (this.m_weapon != this.m_switchweapon)