OK folks, here is the final nail in the coffin for the "Ice Skating" bug of the May 2009 SDK update (the one that uses hl2mp_playeranimstate.cpp)
The problem is Valve is using a local angle for its calculation of the movement heading, this resulted in it *looking* like the problem is fixed when the player is only running in a particular direction. If the player runs 90 degrees from 0 heading their forward/backward running plays the strafing animation, aka the animations are 90 degrees off from the heading, thus you get an ice skating look. The fix is as follows: hl2mp_playeranimstate.cpp Lines 570-573 Function: void CHL2MPPlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) STOCK SDK CODE: QAngle angles = GetBasePlayer()->GetLocalAngles(); float ang = angles[ YAW ]; THE FIX: float ang = m_flEyeYaw; m_flEyeYaw is updated from the player and is the absolute eye angles (desired!) instead of the local angles. Make sure you also apply my previous fix so that your anims are not 180 degrees out of line: http://forums.steampowered.com/forums/showpost.php?p=10741748&postcount=29 I will be posting this on the "Fixed SDK Bugs" section of the WIKI as well Jonathan White GoldenEye: Source _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

