forked from Ports/goldeneye-pc-port
Caught this while writing the next-step paragraph, before committing to a wrong claim: the render-position computation (subcalcmatrices, chr.c:2777) runs inside chrTick, which is called identically for the player's own prop and every guard -- there is no separate "player draw path" for it to skip a step in. The real divergence is which INPUT feeds that shared machinery: bondview2.c's firing_animation_groups[group][sub] table, reached only by the player's own per-tick animation-select call, versus guards' own AI-driven animation selection. Retargets the next step at comparing that specific table entry's keyframe data against a comparable guard-idle entry, rather than a code-path diff that doesn't actually exist.