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game/client: Play death animations when entity is ragdolled
See ValveSoftware/source-sdk-2013#796
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game/client/c_baseanimating.cpp

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1840,7 +1840,8 @@ void C_BaseAnimating::MaintainSequenceTransitions( IBoneSetup &boneSetup, float
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if ( !boneSetup.GetStudioHdr() )
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return;
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if ( prediction->InPrediction() )
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// dimhotepus: Allow death pose animations to run when entity is ragdolled.
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if ( prediction->InPrediction() || IsAboutToRagdoll() )
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{
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m_nPrevNewSequenceParity = m_nNewSequenceParity;
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return;

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