for (int i = 1; i < I::Engine()->GetMaxClients(); i++)
{
CBaseEntity* pEntity = I::ClientEntityList()->GetClientEntity(i);
if (!pEntity)
continue;
if (pEntity->IsDead())
continue;
if (pEntity == pLocalPlayer)
continue;
if (pLocalPlayer->GetBasePlayerAnimState())
{
Vector vVelocity = pLocalPlayer->GetVelocity();
float flSpeed = vVelocity.Length2D();
if (flSpeed == 0.0f)
{
Vector vEyeAngles = pLocalPlayer->GetEyeAngles();
float flLowerBody = remainderf(pLocalPlayer->GetLowerBodyYawTarget(), 360.f);
if (flLowerBody - remainderf(vEyeAngles.y, 360.f) >= 60.f)
pLocalPlayer->GetBasePlayerAnimState()->m_flGoalFeetYaw = NormalizeYaw(remainderf(pLocalPlayer->GetLowerBodyYawTarget() + 180.f, 360.f));
}
}
}