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delta.lst increased float-point accuracy for fields entity_state_player_t::origin
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6
dist/delta.lst
vendored
6
dist/delta.lst
vendored
@ -128,11 +128,11 @@ entity_state_player_t gamedll Player_Encode
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{
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{
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DEFINE_DELTA( animtime, DT_TIMEWINDOW_8, 8, 1.0 ),
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DEFINE_DELTA( animtime, DT_TIMEWINDOW_8, 8, 1.0 ),
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DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
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DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
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DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
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DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 24, 32.0 ),
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DEFINE_DELTA( angles[0], DT_ANGLE, 16, 1.0 ),
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DEFINE_DELTA( angles[0], DT_ANGLE, 16, 1.0 ),
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DEFINE_DELTA( angles[1], DT_ANGLE, 16, 1.0 ),
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DEFINE_DELTA( angles[1], DT_ANGLE, 16, 1.0 ),
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DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
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DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 24, 32.0 ),
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DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
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DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 24, 32.0 ),
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DEFINE_DELTA( gaitsequence, DT_INTEGER, 8, 1.0 ),
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DEFINE_DELTA( gaitsequence, DT_INTEGER, 8, 1.0 ),
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DEFINE_DELTA( sequence, DT_INTEGER, 8, 1.0 ),
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DEFINE_DELTA( sequence, DT_INTEGER, 8, 1.0 ),
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DEFINE_DELTA( modelindex, DT_INTEGER, 10, 1.0 ),
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DEFINE_DELTA( modelindex, DT_INTEGER, 10, 1.0 ),
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