Animation jitter fix for players.
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4a68156699
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@ -387,7 +387,7 @@ void
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HUD_DrawNotify(void)
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HUD_DrawNotify(void)
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{
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{
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vector pos;
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vector pos;
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if (pSeatLocal->m_flPickupAlpha <= 0.0f) {
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if (pSeatLocal->m_flPickupAlpha <= 0.0f) {
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return;
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return;
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}
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}
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@ -33,7 +33,7 @@ void Animation_Print(string sWow) {
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void
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void
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Animation_TimerUpdate(player pl, float ftime)
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Animation_TimerUpdate(player pl, float ftime)
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{
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{
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makevectors([0, pl.angles[1], 0]);
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makevectors([0, pl.v_angle[1], 0]);
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/* top animation is always just being incremented */
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/* top animation is always just being incremented */
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pl.anim_top_time += ftime;
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pl.anim_top_time += ftime;
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@ -94,7 +94,7 @@ Animation_PlayerUpdate(player pl)
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pl.frame1time = 10.0f;
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pl.frame1time = 10.0f;
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}
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}
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makevectors([0, pl.angles[1], 0]);
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makevectors([0, pl.v_angle[1], 0]);
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float fCorrect = dotproduct(pl.velocity, v_right) * 0.25f;
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float fCorrect = dotproduct(pl.velocity, v_right) * 0.25f;
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/* Turn torso */
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/* Turn torso */
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@ -104,15 +104,10 @@ Animation_PlayerUpdate(player pl)
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pl.bonecontrol4 = pl.bonecontrol3 * 0.5;
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pl.bonecontrol4 = pl.bonecontrol3 * 0.5;
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/* Correct the legs */
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/* Correct the legs */
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pl.angles[1] -= fCorrect;
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pl.angles[1] = pl.v_angle[1] - fCorrect;
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#ifdef SERVER
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pl.subblendfrac =
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pl.subblendfrac =
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pl.subblend2frac = pl.v_angle[0] / 90;
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pl.subblend2frac = pl.v_angle[0] / 90;
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#else
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pl.subblendfrac =
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pl.subblend2frac = pl.pitch / 90;
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#endif
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}
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}
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void
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void
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