victim->animCurrent = knifeslashreversalanim;
victim->animTarget = knifeslashreversalanim;
}
- if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim && animTarget != swordslashanim) {
+ if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) {
victim->targettilt2 = targettilt2;
victim->frameCurrent = frameCurrent;
victim->frameTarget = frameTarget;
skeleton.joints[i].locked = 0;
skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
- if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = skeleton.joints[i].position;
if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
skeleton.joints[i].position.y += .1;
skeleton.joints[i].oldposition = skeleton.joints[i].position;
}
}
- if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim || animTarget == blockhighleftanim) {
+ if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) {
//close hands and mouth
if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
righthandmorphness = 0;