}
//draw weapon
- if(i==0||!player[0].dead||player[i].weaponactive!=-1)
+ if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
player[i].num_weapons==2&&
player[i].weaponactive==-1&&
player[i].isIdle()||
player[0].dead&&
player[i].weaponactive!=-1&&
- i!=0){
- bool isgood=1;
+ i!=0) {
+ bool isgood=true;
if(player[i].weaponactive!=-1)
if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
- isgood=0;
+ isgood=false;
if(isgood&&player[i].creature!=wolftype){
if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
setAnimation(i,drawrightanim);
}
}
}
- //clean weapon
- if(player[i].isCrouch()&&
- weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
- bloodtoggle&&
- player[i].onterrain&&
- player[i].num_weapons&&
- player[i].weaponactive!=-1&&
- player[i].attackkeydown&&
- bloodtoggle&&musictype!=stream_fighttheme) {
- if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
- setAnimation(i,crouchstabanim);
- if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
- setAnimation(i,swordgroundstabanim);
- player[i].hasvictim=0;
}
+
+ //clean weapon
+ if(player[i].weaponactive!=-1) {
+ if (player[i].isCrouch()&&
+ weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
+ bloodtoggle&&
+ player[i].onterrain&&
+ player[i].num_weapons&&
+ player[i].attackkeydown&&
+ musictype!=stream_fighttheme) {
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
+ setAnimation(i,crouchstabanim);
+ if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
+ setAnimation(i,swordgroundstabanim);
+ player[i].hasvictim=0;
+ }
+ }
if(!player[i].drawkeydown)
player[i].drawtogglekeydown=0;