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if (currentFOVVal == fovTarget || std::abs(fov - currentFOVVal) < animspeed + animDisableTreshold) { // when fov changes due to sprinting animation used to play
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// Set animationFinished to true only when reaching original fov
if (currentZoomVal == zoomValue || std::abs(fov - currentZoomVal) < animspeed + unzoomAnimDisableTreshold) { // when fov changes due to sprinting animation used to play
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// Set animationFinished to true only when reaching original fov
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