diff --git a/game/client/c_baseanimating.cpp b/game/client/c_baseanimating.cpp index 80cfb5e392..8ae5f6a9e4 100644 --- a/game/client/c_baseanimating.cpp +++ b/game/client/c_baseanimating.cpp @@ -5257,12 +5257,9 @@ void C_BaseAnimating::StudioFrameAdvance() m_flGroundSpeed = GetSequenceGroundSpeed( hdr, GetSequence() ) * GetModelScale(); -#if 0 - // I didn't have a test case for this, but it seems like the right thing to do. Check multi-player! - - // Msg("%s : %s : %5.1f\n", GetClassname(), GetSequenceName( GetSequence() ), GetCycle() ); - InvalidatePhysicsRecursive( ANIMATION_CHANGED ); -#endif + InvalidatePhysicsRecursive( ANIMATION_CHANGED ); + + InvalidateBoneCacheIfOlderThan( 0 ); if ( watch ) {