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Fixed NPC death poses
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@ -1990,6 +1990,10 @@ CollideType_t C_BaseAnimating::GetCollideType( void )
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return BaseClass::GetCollideType();
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return BaseClass::GetCollideType();
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}
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}
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#ifdef MAPBASE
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ConVar ai_death_pose_enabled( "ai_death_pose_enabled", "1", FCVAR_NONE, "Toggles the death pose fix code, which cancels sequence transitions while a NPC is ragdolling." );
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#endif
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate
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// Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -2006,6 +2010,14 @@ void C_BaseAnimating::MaintainSequenceTransitions( IBoneSetup &boneSetup, float
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return;
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return;
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}
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}
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#ifdef MAPBASE
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if ( IsAboutToRagdoll() && ai_death_pose_enabled.GetBool() )
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{
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m_nPrevNewSequenceParity = m_nNewSequenceParity;
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return;
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}
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#endif
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m_SequenceTransitioner.CheckForSequenceChange(
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m_SequenceTransitioner.CheckForSequenceChange(
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boneSetup.GetStudioHdr(),
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boneSetup.GetStudioHdr(),
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GetSequence(),
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GetSequence(),
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