by Spike » Thu Apr 10, 2014 3:11 pm
instead of the curent way of animating, call some other function that works out which frame to use based upon whether you're running (or not) and when you started shooting (or stopped).
or make two entities for the player, a bit like quake3. have the legs entity animate independantly based upon the player's speed, but be sure to update its origin to match the main/upper player model within playerpostthink. no framecount explosion then. when the torso is idle, it can use the same frame as the legs and switch to its own animation when not idle (you might want to animate the legs in playerprethink so that its done before the player/torso's think, but be sure to do the setorigin within playerpostthink - this location is mandatory or it will get disjointed or laggy).
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