#define anm skill100
#define idle 0
#define attack 1
void _hold_fps_weapon()
{
set(my, PASSABLE | ZNEAR);
while(my){
// place weapon on screen
vec_set(my.x, camera.x);
vec_set(my.pan, camera.pan);
my.skill1 += time_step;
if (my.anm == idle) ent_animate(me, "idle", my.skill1, ANM_CYCLE);
if (my.anm == attack)ent_animate(me, "attack", my.skill1, NULL);
if (mouse_left && my.anm != attack){
my.skill1 = 0;
my.anm = attack;
}
// my.skill1 %= 100;
if (my.skill1 >= 100){
my.anm = idle;
my.skill1 = 0;
}
wait(1);
}
}
action myPlayer(){
ent_create("sword.mdl", vector(my.x, my.y, my.z), _hold_fps_weapon);
}