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