Well here you go I guess, this isn't the ultimate soloution. But it works
and it's the simpilest
just replace m_angEyeAngles[PITCH] in the local player update with the
EyeAngles()[PITCH] like they did with yaw and have fun. As I said above all
you had to do was look at the way the animstate was updated. I can't
guarantee it's the ultimate soloution, perhaps predicting m_angEyeAngles
properly would be better, I can't say but for the most part this works.
if ( this == C_SDKPlayer::GetLocalSDKPlayer() )
m_PlayerAnimState->Update( EyeAngles()[YAW], EyeAngles()[PITCH] );
else
m_PlayerAnimState->Update( m_angEyeAngles[YAW],
m_angEyeAngles[PITCH] );
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