NSMonster: cache idle animation in case it differs (between ACT events, in case of HL MDL)
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055988da77
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2 changed files with 8 additions and 1 deletions
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@ -415,6 +415,9 @@ private:
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PREDICTED_VECTOR_N(view_ofs)
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PREDICTED_VECTOR_N(view_ofs)
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/* caching variables, don't save these */
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float m_actIdle;
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nonvirtual void _LerpTurnToEnemy(void);
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nonvirtual void _LerpTurnToEnemy(void);
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virtual void _Alerted(void);
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virtual void _Alerted(void);
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#endif
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#endif
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@ -50,6 +50,7 @@ NSMonster::NSMonster(void)
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m_flSeeTime = 0.0f;
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m_flSeeTime = 0.0f;
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m_flAnimTime = 0.0f;
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m_flAnimTime = 0.0f;
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m_flTrackingTime = 0.0f;
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m_flTrackingTime = 0.0f;
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m_actIdle = -1;
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#endif
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#endif
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}
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}
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@ -702,7 +703,10 @@ NSMonster::AnimationUpdate(void)
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float midspeed = GetWalkSpeed() + ((GetRunSpeed() - GetWalkSpeed()) * 0.5f);
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float midspeed = GetWalkSpeed() + ((GetRunSpeed() - GetWalkSpeed()) * 0.5f);
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if (spvel < 5) {
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if (spvel < 5) {
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fr = AnimIdle();
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if (m_actIdle == -1)
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m_actIdle = AnimIdle();
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fr = m_actIdle;
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if (m_iMoveState != MOVESTATE_IDLE)
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if (m_iMoveState != MOVESTATE_IDLE)
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m_flAnimTime = 0.0f;
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m_flAnimTime = 0.0f;
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