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Consider the first person movement sneaking if it's actually sneaking
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@ -615,7 +615,9 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
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// The first person anims don't have any velocity to calculate a speed multiplier from.
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// The first person anims don't have any velocity to calculate a speed multiplier from.
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// We use the third person velocities instead.
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// We use the third person velocities instead.
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// FIXME: should be pulled from the actual animation, but it is not presently loaded.
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// FIXME: should be pulled from the actual animation, but it is not presently loaded.
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mMovementAnimSpeed = (isSneaking() ? 33.5452f : (isRunning() ? 222.857f : 154.064f));
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bool sneaking = mMovementState == CharState_SneakForward || mMovementState == CharState_SneakBack
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|| mMovementState == CharState_SneakLeft || mMovementState == CharState_SneakRight;
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mMovementAnimSpeed = (sneaking ? 33.5452f : (isRunning() ? 222.857f : 154.064f));
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mMovementAnimationControlled = false;
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mMovementAnimationControlled = false;
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}
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}
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}
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}
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