From 368c9b69f8755127a0b1b130e78aee7c4515b906 Mon Sep 17 00:00:00 2001 From: Alan Shen Date: Wed, 14 Oct 2026 23:52:00 -0600 Subject: [PATCH] Square a standing player's feet up after 3 s A standing player who turned to the side stayed twisted between eyes and feet, up to 90 degrees, until moving or leaning. Classic NEOTOKYO and the 2006 SDK base turn the feet to the eyes once they have not turned for mp_facefronttime (3 s). Use the same rule with the base's existing cvar and neo's existing feet turn time. --- src/game/shared/hl2mp/hl2mp_playeranimstate.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp b/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp index 9e441acd87..d299360767 100644 --- a/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp +++ b/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp @@ -47,6 +47,9 @@ extern ConVar sv_showanimstate; extern ConVar showanimstate_log; +#ifdef NEO +extern ConVar mp_facefronttime; +#endif //----------------------------------------------------------------------------- // Purpose: @@ -773,6 +776,13 @@ void CHL2MPPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ) m_flCurrentFeetYaw = m_flEyeYaw; m_PoseParameterData.m_flLastAimTurnTime = gpGlobals->curtime; } +#ifdef NEO + // A player who has stood this long without turning the feet squares them up to the eyes + else if ( gpGlobals->curtime - m_flLastAimTurnTime > mp_facefronttime.GetFloat() ) + { + m_flGoalFeetYaw = m_flEyeYaw; + } +#endif // Make sure the feet yaw isn't too far out of sync with the eye yaw. // TODO: Do something better here! else