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- Slight modification in the weapon animation code; rather than always resetting oldFrame on new animation, only do it on activation. I didn't like the jerkiness on animations :)
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1 changed files with 4 additions and 1 deletions
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@ -1341,7 +1341,10 @@ static void CG_SetWeaponLerpFrame(clientInfo_t * ci, lerpFrame_t * lf, int newAn
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//CG_Printf( "Snap Weapon: %i\n", cg.snap->ps.weapon);
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//CG_Printf( "Snap Weapon: %i\n", cg.snap->ps.weapon);
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//CG_Printf( "Desired Weapon: %i\n", cg.weaponSelect);
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//CG_Printf( "Desired Weapon: %i\n", cg.weaponSelect);
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}
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}
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//Elder: reset frame so there is no lerping between new animations
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//Elder: reset frame so there is no lerping between new animations
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// Paril: Only do this if the new animation is activation. It looked too jerky.
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if (newAnimation == WP_ANIM_ACTIVATE)
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lf->oldFrame = lf->frame = lf->animation->firstFrame;
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lf->oldFrame = lf->frame = lf->animation->firstFrame;
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}
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}
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