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TrueGameplay_Animation_MovementSpeed
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All movement speeds (Walk:Jog:Sprint) are now a balanced 1:2:3 ratio (rather then 1:3:4). Intuitive for player.

    - Walk is faster for more agile movement & quicker CQB.
    - Jog is slower for better player control, realism, & gameplay.
    - Sprint is a tad bit slower for the same reasons as above.

* Speeds feel closer to OFP:WGL then default where it effects gameplay in a positive way.
* All changes give the player better anticipation & control of their unit, while retaining a realistic and natural feel.



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TrueGameplay_Animation_TransitionSpeed
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Increased transition speeds to be less burdensome and give the
player a quicker "battle-ready" response.

This includes..
- Stance changes (Stand/Crouch/Prone)
- Weapon changes (Rifle/Pistol/Launcher/Binocular)
- Grenade throw
- Over/Jump action



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TrueGameplay_Animation_TurningSpeed
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Limited turn speed when..
- Sprinting to simulate low agility/momentum and reduce the exploit of "zig-zagging".
- Running/Kneeling/Prone to simulate lower agility.


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TrueGameplay_Animation_SwimFatigue
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Lowered fatigue, so it is possible to swim up to ~5 minutes before loosing your gear.



