Fix documentation for model preview.

All default players models have 84-94 frames for salute.
So value will be same for `cyborg`/`female`/`male`.
This commit is contained in:
Denis Pauk 2022-09-17 22:35:22 +03:00
parent 3b583a7143
commit 61f4540617
2 changed files with 4 additions and 6 deletions

View file

@ -141,12 +141,10 @@ Set `0` by default.
`3` for even more informations.
* **cl_model_preview_start**: start frame value in multiplayer model preview.
As example 84 for `male` model for show salute animation.
Defaults to `-1` (don't show animation).
`-1` - don't show animation. Defaults to `84` for show salute animation.
* **cl_model_preview_end**: end frame value in multiplayer model preview.
As example 94 for `male` model for show salute animation.
Defaults to `-1` (don't show animation).
`-1` - don't show animation. Defaults to `94` for show salute animation.
* **in_grab**: Defines how the mouse is grabbed by Yamagi Quake IIs
window. If set to `0` the mouse is never grabbed and if set to `1`

View file

@ -5725,8 +5725,8 @@ PlayerConfig_AnimateModel(entity_t *entity, int curTime)
cvar_t *cl_start_frame, *cl_end_frame;
int startFrame, endFrame;
cl_start_frame = Cvar_Get("cl_model_preview_start", "-1", CVAR_ARCHIVE);
cl_end_frame = Cvar_Get("cl_model_preview_end", "-1", CVAR_ARCHIVE);
cl_start_frame = Cvar_Get("cl_model_preview_start", "84", CVAR_ARCHIVE);
cl_end_frame = Cvar_Get("cl_model_preview_end", "94", CVAR_ARCHIVE);
startFrame = cl_start_frame->value;
endFrame = cl_end_frame->value;