Player enhancements 2#1779
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Azaezel merged 7 commits intoJun 25, 2026
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New "ProneRecoverState". This is a player state where a "ProneIn", "ProneOut", or "Dive" Animation plays on the action thread (scaled to match datablock fields of proneInSequenceTime)
proneOutSequenceTime, proneDiveSequenceTime) and player movement input is locked out. The groundSpeed of the animation can be used to move the player during this state (useful for the dive animation).
Dive animation is attempted to be used if player is moving when going into prone.
Dedicated "turn in place" animation support for StandPose, CrouchPose, and PronePose. Turn in place animations transition slower than other action animations. Animations are named "turn_left","turn_right",
"crouch_turn_left" ,"crouch_turn_right", "prone_turn_left","prone_turn_right".
Angular velocity implementation. The angular speed field of setSequenceGroundSpeed is now actually used (z axis only). Animations should have this set in order to be played when turning in place
ex: %this.setSequenceGroundSpeed("Prone_Turn_Left","0 0 0", "0 0 -0.07"); etc.
Side animations can also be used instead when turning in place if they have this defined.
datablock fields for scaling crouchYaw/Pitch and proneYaw/pitch and swimYaw/pitch
reworked canProne() - less figidty
Tweaks to swim logic and head pitch influence on velocity to keep player from jittering back and forth between swimPose and standPose when trying to swim at the surface and looking up.