From 47c2df65453439faac959666d6faf2c17a7f7451 Mon Sep 17 00:00:00 2001 From: divverent Date: Sun, 21 Jun 2009 20:22:20 +0000 Subject: [PATCH] teleport bit: always reset animation there too git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9031 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_parse.c | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/cl_parse.c b/cl_parse.c index fe0c1c58..bee2cb53 100644 --- a/cl_parse.c +++ b/cl_parse.c @@ -1871,10 +1871,11 @@ void CL_MoveLerpEntityStates(entity_t *ent) VectorCopy(ent->state_current.angles, ent->persistent.newangles); ent->persistent.trail_allowed = false; - if(ent->state_current.frame != ent->state_previous.frame) + // if(ent->state_current.frame != ent->state_previous.frame) + // do this even if we did change the frame + // teleport bit is only used if an animation restart, or a jump, is necessary + // so it should be always harmless to do this { - // if we ALSO changed animation frame in the process (but ONLY then!) - // then let's reset the animation interpolation too ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame; ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time; ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0; -- 2.39.2