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@ -1792,6 +1792,8 @@ void PmoveAdjustAngleSettings( vec_t *vViewAngles, vec_t *vAngles, playerState_t
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QuatSet( pEntState->bone_quat[ PELVIS_TAG ], 0, 0, 0, 1 );
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}
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// Used to set arms angles accordingly, calculated client-side
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// Without it, the arms will look like it has latency
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void PmoveAdjustAngleSettings_Client( vec_t *vViewAngles, vec_t *vAngles, playerState_t *pPlayerState, entityState_t *pEntState )
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{
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vec3_t torsoAngles;
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