1 Hour Ago
Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles