ANI_BLOCKSTART (transition to blocking) animation now works for players.
@@ -24335,12 +24335,19 @@ void common_block()
// Controlling player is holding special key.
int hb2 = ((player + self->playerindex)->keys & FLAG_SPECIAL);
+ // If we are in a block transition, let's see if it is finished.
+ // If it is, apply block animation.
+ if (self->animnum == ANI_BLOCKSTART && !self->animating)
+ {
+ ent_set_anim(self, ANI_BLOCK, 0);
+ }
+
// In "Blockstun", at last frame of animation, and have holdblock
// after blockpain ability? Then we return to block.
//
// Otherwise, entity is a player with various other flags (see bh1) but
// not holding special key, or the entity has finihsed animation and
- // doesn't match any of the playeer/holdblock criteria (could be another
+ // doesn't match any of the player/holdblock criteria (could be another
// entity type, doesn't have holdblock ability, or controlling
// player isn't holding special key). In any of those cases, we disable
// blocking flag and return to idle.
@@ -31107,17 +31114,6 @@ void player_think()
set_blocking(self);
self->combostep[0] = 0;
- // If finished with block transition animation
- // then go to block.
- if(self->animnum == ANI_BLOCKSTART)
- {
- if (!self->animating)
- {
- ent_set_anim(self, ANI_BLOCK, 0);
- }
- }
- else
- {
// If we have a block tranisiton animation, use it. Otherwise
// go right to block.
if (validanim(self, ANI_BLOCKSTART))
@@ -31128,7 +31124,6 @@ void player_think()
{
ent_set_anim(self, ANI_BLOCK, 0);
}
- }
goto endthinkcheck;
}
