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Some more tweaks to stop floating actors weirdness
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Source/Entities/AHuman.cpp

Lines changed: 1 addition & 1 deletion
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@@ -1442,7 +1442,7 @@ void AHuman::UpdateLimbPathSpeed() {
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// Also extend our stride depending on speed
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const float strideXMultiplier = Lerp(0.0F, ourMaxMovementSpeed, 0.8F, 1.2F, std::abs(m_Vel.m_X));
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const float strideYMultiplier = Lerp(0.0F, ourMaxMovementSpeed, 0.9F, 1.1F, std::abs(m_Vel.m_X));
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const float strideYMultiplier = Lerp(0.0F, ourMaxMovementSpeed, 0.9F, 1.0F, std::abs(m_Vel.m_X));
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Vector scale = Vector(strideXMultiplier, strideYMultiplier);
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m_Paths[FGROUND][m_MovementState].SetScaleMultiplier(scale);
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m_Paths[BGROUND][m_MovementState].SetScaleMultiplier(scale);

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