Transition walking-zombie look good.
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@@ -45,20 +45,11 @@ struct BlendNode : public AnimNode {
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virtual void UpdateTime(float dt) {
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if (m_is_time_synced) {
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float current_time_absolute = fmodf(m_current_time * m_sync_track.m_duration + dt, 1.0f);
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float current_sync_time = m_sync_track.CalcSyncFromAbsTime(current_time_absolute);
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m_current_time = m_sync_track.CalcRatioFromSyncTime(current_sync_time);
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m_current_time = fmodf(m_current_time + dt, m_sync_track.m_duration);
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float current_sync_time = m_sync_track.CalcSyncFromAbsTime(m_current_time);
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float time_absolute_A = fmodf (m_input_A->m_current_time * m_input_A->m_sync_track.m_duration, 1.0f);
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float sync_time_A = m_input_A->m_sync_track.CalcSyncFromAbsTime(time_absolute_A);
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float m_ratio_A = m_input_A->m_sync_track.CalcSyncFromAbsTime(sync_time_A);
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float time_absolute_B = fmodf (m_input_B->m_current_time * m_input_B->m_sync_track.m_duration, 1.0f);
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float sync_time_B = m_input_B->m_sync_track.CalcSyncFromAbsTime(time_absolute_B);
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float m_ratio_B = m_input_B->m_sync_track.CalcSyncFromAbsTime(sync_time_B);
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m_input_A->UpdateTime(current_sync_time);
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m_input_B->UpdateTime(current_sync_time);
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m_input_A->UpdateTime(current_sync_time - m_input_A->m_current_time);
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m_input_B->UpdateTime(current_sync_time - m_input_B->m_current_time);
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} else {
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m_current_time += dt;
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m_input_A->UpdateTime(dt);
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