Fix character model rendering artifacts when a freeze segment lies on beat
0. PlayAnimation() is called, and Update() is not, so it would render without ever calling AdvanceFrame.
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@@ -663,6 +663,10 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
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}
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}
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}
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/* Run AdvanceFrame once, to set up m_vpBones, just in case we're drawn without
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* being Update(). */
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AdvanceFrame( 0.0f );
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}
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float Model::GetCurFrame() { return m_fCurrFrame; };
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