if (is_moving) { if (moving_lby[player->EntIndex()] != player->GetLowerBodyYaw()) moving_lby[player->EntIndex()] = player->GetLowerBodyYaw(); old_lby[player->EntIndex()] = player->GetLowerBodyYaw(); did_move[player->EntIndex()] = true; } float delta_lby; if (player->GetVelocity().Length2D() < 1.f && (player->GetFlags() & FL_ONGROUND)) { if (state) { if (original_lby[player->EntIndex()] == FLT_MAX) { original_lby[player->EntIndex()] = player->GetLowerBodyYaw(); } if (old_lby[player->EntIndex()] == FLT_MAX) { old_lby[player->EntIndex()] = player->GetLowerBodyYaw(); } else { delta_lby = old_lby[player->EntIndex()] - player->GetLowerBodyYaw(); } } } else { if (original_lby[player->EntIndex()] != player->GetLowerBodyYaw()) original_lby[player->EntIndex()] = player->GetLowerBodyYaw(); } if (delta_35(original_lby[player->EntIndex()], player->GetLowerBodyYaw())) // since 180 jitter with max delta will make the difference between 90? lby and eyes 38 { player->AnimState()->m_flGoalFeetYaw = player->GetLowerBodyYaw() - delta_eye_lby; } else { player->AnimState()->m_flGoalFeetYaw = original_lby[player->EntIndex()]; }