CCSGOPlayerAnimState::Update bypass checks
lagcompensation opened this issue · 1 comments
lagcompensation commented
already game use && in prev_update_frame and prev_update_time checks
they u need use before update client side anim it:
anim_state->m_prev_update_frame = 0;
anim_state->m_prev_update_time += interval_per_tick;
have a nice day.
rollraw commented
currently both checks don't affect on it much for us, since those may only appear at new game/inject while in game once, but yeah good find tho.