Fixed some interpolation code still using floats
SimulationTime and NPC shooting to doubles
Turn more things to doubles
* C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime
* CAnimationLayer.GetFadeout, m_flLayerAnimtime
Health charger and headcrab canisters now use doubles
env_wind near infinite loop fix
CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles
Switch client thinking to doubles
Fix clientside ragdolls update rate
* SetupBones now use double precision time
FOV transitions now also use doubles
HL2 Intro entity uses doubles for timing
More conversions to double
* CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays
Fixed airboat wake trail
* Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0
SpriteTrails use doubles
Bone cache and dlights use doubles
Fixed NPC look targets spazzing out due to high curtime
Switch CAI_Senses::GetTimeLastUpdate to use doubles