Fixed the player models not looking up/down in the external view

This commit is contained in:
Marco Cawthorne 2018-01-29 21:51:13 -08:00
parent 84aea16001
commit 5633ad7d59
4 changed files with 5 additions and 3 deletions

View File

@ -103,8 +103,6 @@ void Player_Draw( void ) {
self.frame2time += frametime;
self.bonecontrol5 = stof( getplayerkeyvalue( player_localnum, INFOKEY_P_VOIPLOUDNESS ) );
//self.subblendfrac = ;
//self. = self.angles_x / 90;
}
/*

View File

@ -41,7 +41,7 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
WriteCoord( MSG_ENTITY, self.origin_x );
WriteCoord( MSG_ENTITY, self.origin_y );
WriteCoord( MSG_ENTITY, self.origin_z );
WriteCoord( MSG_ENTITY, self.angles_x );
WriteCoord( MSG_ENTITY, self.v_angle_x );
WriteCoord( MSG_ENTITY, self.angles_y );
WriteCoord( MSG_ENTITY, self.angles_z );
WriteShort( MSG_ENTITY, self.velocity_x );

View File

@ -26,6 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifdef CSQC
.float frame_last;
.float baseframe_last;
#else
.float subblend2frac;
#endif
enum {
@ -279,6 +281,8 @@ void Animation_PlayerUpdate( void ) {
setorigin( self.eGunModel, self.origin ); // Set it to something consistent
vector vOffset = gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ) - gettaginfo( self, self.fWeaponBoneID );
setorigin( self.eGunModel, self.origin - vOffset );
#else
self.subblend2frac = self.v_angle_x / 90;
#endif
}

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