Wow, that's already much more than I asked for.
I started with the statue code, but for things to get a bit converted I need to lower the frame count in the mdl file. The serpent code I made was far too high framed, and I saw you added a lot of (set next think 0.05) to overcome the long poses length.
When I worked with the RMQ team they wonderd why I had those large frame count models.
The Animator I uses 30 frames for a pose, and I develope them in stages. That way I got a good choice which frames I can or cannot use. Or better, how much time it takes to expose the animation. Most models have a maximum of 16, death scenes 24.
I've been working on the file to lower this frame count to halve, but (of course) I ended up in game with the wrong start poses. After some juglin' the squad pose appeared but then throws a wrong pose after dying. I'm not that good at coding, but it is a challenge.
My only concern now is, that I'm not sure if this code will work with qtest1. The commen qc is not that bad, but with this deluded src I now have, things don't go as I would expected.
Things like change_level crash, as they were not implemented. I still have enough work to do there.
I have no hurry to complete the mod, just want to be sure it goes as it was intended to be.
