- 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 :)

This commit is contained in:
Jonathan Barkley 2011-04-12 16:01:18 +00:00
parent 1d54461fbf
commit 2fec95c414

View file

@ -1341,7 +1341,10 @@ static void CG_SetWeaponLerpFrame(clientInfo_t * ci, lerpFrame_t * lf, int newAn
//CG_Printf( "Snap Weapon: %i\n", cg.snap->ps.weapon);
//CG_Printf( "Desired Weapon: %i\n", cg.weaponSelect);
}
//Elder: reset frame so there is no lerping between new animations
// Paril: Only do this if the new animation is activation. It looked too jerky.
if (newAnimation == WP_ANIM_ACTIVATE)
lf->oldFrame = lf->frame = lf->animation->firstFrame;
}