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Just use the smooth time constant instead of a variable.
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@ -632,7 +632,6 @@ private:
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const float SMOOTH_TIME_ORIENTATION = 0.5f;
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// Smoothing data for blending from one position/orientation to another on remote agents.
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float _smoothOrientationTime;
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float _smoothOrientationTimer;
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glm::quat _smoothOrientationInitial;
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glm::quat _smoothOrientationTarget;
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