From bc411eac73b79f42f572c537c928a69b7880d875 Mon Sep 17 00:00:00 2001 From: cypress Date: Fri, 17 Nov 2023 10:21:16 -0500 Subject: [PATCH] SERVER: Fix third person walk animations sometimes canceling action animations --- source/server/player.qc | 3 ++- source/server/weapons/weapon_core.qc | 2 ++ 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/source/server/player.qc b/source/server/player.qc index d1217b0..53a073d 100644 --- a/source/server/player.qc +++ b/source/server/player.qc @@ -468,7 +468,8 @@ void() PlayerPostThink = float movelen = vlen(input_movevalues); if(movelen > 300) { - if (self.tp_anim_time < time) { + if (self.tp_anim_time < time && self.reload_delay < time && self.reload_delay2 < time && self.fire_delay < time && + self.fire_delay2 < time && self.knife_delay < time) { if (self.sprinting) { PAnim_Sprint(); self.tp_anim_time = time + 0.5; diff --git a/source/server/weapons/weapon_core.qc b/source/server/weapons/weapon_core.qc index 2c53dfc..e8b5819 100644 --- a/source/server/weapons/weapon_core.qc +++ b/source/server/weapons/weapon_core.qc @@ -185,6 +185,8 @@ void() W_SprintStop = Weapon_PlayViewModelAnimation(ANIM_SPRINT_STOP, ReturnWeaponModel, 0); self.zoom = 0; + self.tp_anim_time = 0; + PAnim_Walk6(); // Run Walk for a few frames to simulate an ease in velocity self.sprinting = 0; self.into_sprint = 0; self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;