diff --git a/game/client/c_baseanimating.cpp b/game/client/c_baseanimating.cpp index 6e06aab6..d66339e5 100644 --- a/game/client/c_baseanimating.cpp +++ b/game/client/c_baseanimating.cpp @@ -2647,7 +2647,7 @@ CMouthInfo *C_BaseAnimating::GetMouth( void ) #ifdef DEBUG_BONE_SETUP_THREADING ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" ); #endif -//ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "1", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" ); +ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" ); //----------------------------------------------------------------------------- // Purpose: Do the default sequence blending rules as done in HL1 @@ -2682,7 +2682,7 @@ void C_BaseAnimating::ShutdownBoneSetupThreadPool() void C_BaseAnimating::ThreadedBoneSetup() { - g_bDoThreadedBoneSetup = true; //cl_threaded_bone_setup.GetBool(); + g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool(); if ( g_bDoThreadedBoneSetup ) { int nCount = g_PreviousBoneSetups.Count(); diff --git a/game/server/baseanimating.cpp b/game/server/baseanimating.cpp index 58fd656d..39f03900 100644 --- a/game/server/baseanimating.cpp +++ b/game/server/baseanimating.cpp @@ -2743,8 +2743,9 @@ float CBaseAnimating::SetBoneController ( int iController, float flValue ) float newValue; float retVal = Studio_SetController( pmodel, iController, flValue, newValue ); - m_flEncodedController.Set( iController, newValue ); + float &val = m_flEncodedController.GetForModify( iController ); + val = newValue; return retVal; } diff --git a/game/server/hl1/hl1_npc_barnacle.cpp b/game/server/hl1/hl1_npc_barnacle.cpp index b76ddabd..3d1c5d42 100644 --- a/game/server/hl1/hl1_npc_barnacle.cpp +++ b/game/server/hl1/hl1_npc_barnacle.cpp @@ -387,7 +387,6 @@ void CNPC_Barnacle::BarnacleThink ( void ) //Msg("tounge %f\n", m_flAltitude + m_flTongueAdj ); //NDebugOverlay::Box( GetAbsOrigin() - Vector( 0, 0, m_flAltitude ), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,255,255, 0, 0.1 ); - SetBoneController( 0, 0.f ); SetBoneController( 0, -(m_flAltitude + m_flTongueAdj) ); StudioFrameAdvance(); }