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synced 2025-03-04 03:13:36 -05:00
Removed some tabs that were left in by mistake, made delays actually work and set skeleton calculations to happen 33 times per second. Still doesn't help performance
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@ -1547,7 +1547,7 @@ function DrawSkeleton(ent, bonenodes, poscache, calc)
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end
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end
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SkeletonData.ent = ent
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SkeletonData.ent = ent
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else
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if calc then poscache = {} end
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@ -4947,7 +4947,7 @@ function TOOL:DrawHUD()
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})
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local aimedbone = IsValid(tr.Entity) and (tr.Entity:GetClass() == "prop_ragdoll" and plTable.AimedBone or 0) or 0
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if IsValid(ent) and EntityFilter(ent, self) and SkeletonDraw then
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local timecheck = (thinktime - LastSkeletonThink) > 0,0667 -- 1/15
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local timecheck = (thinktime - LastSkeletonThink) > 0.0303 -- 1/33
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BonePoses = rgm.DrawSkeleton(ent, nodes, BonePoses, timecheck)
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if timecheck then
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