Update Animation_TimerUpdate to conform with upstream Nuclide.
Make player models run timers at the end of every predraw to ensure smooth animation.
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2 changed files with 6 additions and 5 deletions
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@ -184,5 +184,6 @@ Player_PreDraw(base_player pl, int thirdperson)
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}
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}
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Animation_PlayerUpdate((player)pl);
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Animation_PlayerUpdate((player)pl);
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Animation_TimerUpdate((player)pl, clframetime);
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Player_HandleWeaponModel(pl, thirdperson);
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Player_HandleWeaponModel(pl, thirdperson);
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}
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}
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@ -31,19 +31,19 @@ void Animation_Print(string sWow) {
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}
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}
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void
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void
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Animation_TimerUpdate(player pl)
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Animation_TimerUpdate(player pl, float ftime)
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{
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{
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makevectors([0, pl.angles[1], 0]);
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makevectors([0, pl.angles[1], 0]);
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/* top animation is always just being incremented */
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/* top animation is always just being incremented */
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pl.anim_top_time += input_timelength;
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pl.anim_top_time += ftime;
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pl.anim_top_delay -= input_timelength;
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pl.anim_top_delay -= ftime;
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/* we may be walking backwards, thus decrement bottom */
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/* we may be walking backwards, thus decrement bottom */
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if (dotproduct(pl.velocity, v_forward) < 0) {
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if (dotproduct(pl.velocity, v_forward) < 0) {
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pl.anim_bottom_time -= input_timelength;
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pl.anim_bottom_time -= ftime;
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} else {
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} else {
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pl.anim_bottom_time += input_timelength;
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pl.anim_bottom_time += ftime;
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}
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}
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}
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}
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