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6 changes: 4 additions & 2 deletions game_patch/hud/multi_spectate.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,8 @@ static bool state_animation_is_crouch(int state)
FunHook<void(rf::Entity*, int, float)> spectate_entity_set_next_state_anim_hook{
0x0042A580,
[](rf::Entity* entity, int state_anim_index, float transition_time) {
if (g_spectate_mode_enabled && g_spectate_mode_target && rf::entity_is_crouching(entity)) {
if (g_spectate_mode_enabled && g_spectate_mode_target && rf::entity_is_crouching(entity)
&& entity->current_state_anim != rf::ENTITY_STATE_FREEFALL) {
rf::Entity* target = rf::entity_from_handle(g_spectate_mode_target->entity_handle);
if (entity == target) {
spectate_entity_translate_stand_state_to_crouch_state(&state_anim_index);
Expand All @@ -106,7 +107,8 @@ void multi_spectate_sync_crouch_anim()
if (!entity)
return;

if (rf::entity_is_crouching(entity) && !state_animation_is_crouch(entity->current_state_anim)) {
if (rf::entity_is_crouching(entity) && !state_animation_is_crouch(entity->current_state_anim)
&& entity->current_state_anim != rf::ENTITY_STATE_FREEFALL) {
int next_state_anim = entity->current_state_anim;
spectate_entity_translate_stand_state_to_crouch_state(&next_state_anim);
if (next_state_anim == entity->current_state_anim) {
Expand Down
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