float flMaxYawModifier = flYawModifier * m_flMaxYaw;
float flMinYawModifier = flYawModifier * m_flMinYaw;
m_flGoalFeetYaw = clamp(m_flGoalFeetYaw, m_flEyeYaw - flMaxYawModifier, m_flEyeYaw + flMinYawModifier);
if (m_flSpeed > 0.1f || fabs(m_flAbsVelocityZ) > 100.0f)
{
m_flGoalFeetYaw = ApproachAngle(
m_flEyeYaw,
m_flGoalFeetYaw,
((m_flGroundFraction * 20.0f) + 30.0f)
* m_flLastClientSideAnimationUpdateTimeDelta);
}
else
{
m_flGoalFeetYaw = ApproachAngle(
pBaseEntity->GetLowerBodyYaw(),
m_flGoalFeetYaw,
m_flLastClientSideAnimationUpdateTimeDelta * 100.0f);
}