Woops. The code I posted doesn't work. I guess the best way to do it would
be to find the return for SequenceDuration() in C_BaseAnimating and
CBaseAnimating and add in m_flPlaybackRate that way. Perhaps I should put
this up on the developer wiki for developer's sake.

On Tue, Feb 17, 2009 at 10:21 PM, Tony Sergi <[email protected]>wrote:

> You know, I don't even remember that either. How long ago was it? Hah
>
>
> -Tony
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Skillet
> Sent: February-17-09 8:50 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for
> ViewModels
>
> I can't find where omega posted this fix (must have been IRC), but in my
> baseviewmodel_shared.h file I have
> //DHL - Skillet - Bugfix from omega
>    virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int
> iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence
> ) * m_flPlaybackRate; }
> I'm not sure what the original is, but take a look and try adding that.  As
> for the SetCycle() thing, if you get playback rate working you can just set
> that to 0 and it will be irrelevant.
>
> If that doesn't work, try disabling interpolation (cl_interp 0) and see if
> anything changes.
>
> On Tue, Feb 17, 2009 at 1:39 PM, Yorg Kuijs <[email protected]> wrote:
>
> > Also worth noticing that there's a StopAnimation function which does
> > exactly that of setting playbackrate to 0, kinda funny how even that
> > doesn't work!
> >
> > Yorg Kuijs wrote:
> > > Yep, possibly engine level?
> > >
> >
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