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Jun 18th, 2019
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  1. void AnimationFix::Setup(C_BaseEntity* entity) { entity->m_bClientSideAnimation() = true; auto curtime = g_global->curtime; auto frametime = g_global->frametime; auto frametimne = LODWORD(g_global->frametime); auto absoluteframtime = LODWORD(g_global->absoluteframetime); auto interp_amount = LODWORD(g_global->interpolation_amount); auto framecount = g_global->framecount; auto tickcount = g_global->tickcount; g_global->realtime = simtime; g_global->curtime = simtime; g_global->frametime = g_global->interval_per_tick; g_global->absoluteframetime = g_global->interval_per_tick; g_global->framecount = TIME_TO_TICKS(simtime); g_global->tickcount = TIME_TO_TICKS(simtime); g_global->interpolation_amount = 0.0f; g_global->curtime = entity->get_simulation_time(); g_global->frametime = G::interfaces.globaldata->interval_per_tick; if ( animstate::m_iLastClientSideAnimationUpdateFramecount >= TIME_TO_TICKS(simtime)) animstate::m_iLastClientSideAnimationUpdateFramecount = TIME_TO_TICKS(simtime) - 1; player->UpdateClientSideAnimation(); player->m_bClientSideAnimation() = false; g_global->curtime = old_curtime; g_global->frametime = old_frametime; LODWORD(g_global->realtime) = realtime; LODWORD(g_global->curtime) = curtime; LODWORD(g_global->frametime) = frametimne; LODWORD(g_global->absoluteframetime) = absoluteframtime; LODWORD(g_global->interpolation_amount) = interp_amount; g_global->framecount = framecount; g_global->tickcount = tickcount; }
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