Fix issues with no-lerp in entitycache after feedback
Hosters report this to not work as expected, which is sad but oh well
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@ -17,6 +17,7 @@ public:
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static InvalidateBoneCache_t InvalidateBoneCache = InvalidateBoneCache_t(addr);
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InvalidateBoneCache(self);
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}
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// Currently unused, might be useful in the near future though
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inline static bool Interpolate(IClientEntity *self, float time)
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{
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typedef bool (*fn_t)(IClientEntity *, float);
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@ -129,12 +129,7 @@ matrix3x4_t *EntityHitboxCache::GetBones(int numbones)
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{
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// Reset game cache
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if (!bonecache_enabled && CE_GOOD(parent_ref))
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{
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re::C_BaseAnimating::InvalidateBoneCache(RAW_ENT(parent_ref));
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// Only use when nolerp is on as this breaks game visuals a tad
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if (nolerp)
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re::C_BaseAnimating::Interpolate(RAW_ENT(parent_ref), bones_setup_time);
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}
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// If numbones is not set, get it from some terrible and unnamed variable
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if (numbones == -1)
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