auto eye_foot_delta = math::get( ).fast_float_normalize( player->get_eye_angles( ).y, state->m_foot_yaw );
if ( player->m_flags & e_flags::fl_onground )
{
if ( state->m_speed_2d <= 1.0f )
{
if ( eye_foot_delta > 0.0f )
{
if ( eye_foot_delta <= -180.f )
eye_foot_delta -= 360.f;
else if ( eye_foot_delta > 180.f )
eye_foot_delta += 360.f;
}
else
eye_foot_delta += 360.f - 180.f;
}
if ( abs( eye_foot_delta ) > 120.f && is_jitter ) // jitter AA
{
record->m_animoverlays[ 3 ].m_weight = 0.f;
record->m_animoverlays[ 3 ].m_cycle = 0.f;
record->m_animoverlays[ 3 ].m_sequence = 979;
state->m_break_adjust_balance = true;
}
else
state->m_break_adjust_balance = false;
}