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SV_StudioSetupBones: make local vars as static to avoid larger stack size.
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@ -977,8 +977,8 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t
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float bonematrix[3][4];
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float bonematrix[3][4];
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vec3_t temp_angles;
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vec3_t temp_angles;
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/*static */float pos[MAXSTUDIOBONES][3], pos2[MAXSTUDIOBONES][3];
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static float pos[MAXSTUDIOBONES][3] = {}, pos2[MAXSTUDIOBONES][3] = {};
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/*static */float q[MAXSTUDIOBONES][4], q2[MAXSTUDIOBONES][4];
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static float q[MAXSTUDIOBONES][4] = {}, q2[MAXSTUDIOBONES][4] = {};
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g_pstudiohdr = (studiohdr_t *)IEngineStudio.Mod_Extradata(pModel);
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g_pstudiohdr = (studiohdr_t *)IEngineStudio.Mod_Extradata(pModel);
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@ -1030,8 +1030,8 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t
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// This game knows how to do nine way blending
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// This game knows how to do nine way blending
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else
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else
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{
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{
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/*static */float pos3[MAXSTUDIOBONES][3], pos4[MAXSTUDIOBONES][3];
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static float pos3[MAXSTUDIOBONES][3] = {}, pos4[MAXSTUDIOBONES][3] = {};
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/*static */float q3[MAXSTUDIOBONES][4], q4[MAXSTUDIOBONES][4];
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static float q3[MAXSTUDIOBONES][4] = {}, q4[MAXSTUDIOBONES][4] = {};
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real_t s, t;
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real_t s, t;
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s = GetPlayerYaw(pEdict);
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s = GetPlayerYaw(pEdict);
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