Better client side ragdolls #1621
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Description
I've experimented with removing recent player history client side after death, moving the events and when the player model is set to reflect how its done in Ochiis' decompile, but the only reliable way of making the ragdolls smooth that I've found is to not transmit a player on the tick they die, or at all after they've died but that causes IsAlive() checks client side to be wrong.
Also had to stop the player model from being changed when a player is gibbed, and instead send the ragdoll model we want as a separate networked value which is used once the client side ragdoll is created and has its networked values set, as otherwise the player ragdolls a pose semi frequently when testing with other players as opposed to bots.
I was able to remove some old extra values that were unnecessary for motion vision as the ragdolls now immediately light up in motion vision without them.
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