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Начинающий
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- Регистрация
- 3 Май 2019
- Сообщения
- 39
- Реакции
- 1
void ResolveYawByDelta () {
for (int i = 0; i <32; i ++) {
CBaseEntity * Entity = I :: ClientEntityList-> GetClientEntity (i);
if (! Entity! Entity-> IsEnemy ()
! (Entity-> GetEyeAngles (). Y> = 85.f && Entity-> GetEyeAngles (). Y <= 89.f))
continue;
float CurYaw = Entity-> GetLowerBodyYaw ();
if (OldLowerBodyYaws ! = CurYaw) {
OldYawDeltas = Entity-> GetEyeAngles (). Y - CurYaw;
OldLowerBodyYaws = CurYaw;
(float) ((uintptr_t) Entity + offsets.m_angEyeAngles + 4) = CurYaw;
continue;
}
else {
(float) ((uintptr_t) Entity + offsets.m_angEyeAngles + 4) = Entity-> GetEyeAngles (). y - OldYawDeltas ;
}
float yClamped = Entity-> GetEyeAngles (). y;
while (yClamped <-180.0f)
yClamped + = 360.0f;
while (yClamped> 180.0f)
yClamped - = 360.0f;
(float) ((uintptr_t) Entity + offsets.m_angEyeAngles + 4) = yClamped;
}
}
// delta = current - real | -delta
// 0 = current - real - delta | + real
// real = current - delta
for (int i = 0; i <32; i ++) {
CBaseEntity * Entity = I :: ClientEntityList-> GetClientEntity (i);
if (! Entity! Entity-> IsEnemy ()
! (Entity-> GetEyeAngles (). Y> = 85.f && Entity-> GetEyeAngles (). Y <= 89.f))
continue;
float CurYaw = Entity-> GetLowerBodyYaw ();
if (OldLowerBodyYaws ! = CurYaw) {
OldYawDeltas = Entity-> GetEyeAngles (). Y - CurYaw;
OldLowerBodyYaws = CurYaw;
(float) ((uintptr_t) Entity + offsets.m_angEyeAngles + 4) = CurYaw;
continue;
}
else {
(float) ((uintptr_t) Entity + offsets.m_angEyeAngles + 4) = Entity-> GetEyeAngles (). y - OldYawDeltas ;
}
float yClamped = Entity-> GetEyeAngles (). y;
while (yClamped <-180.0f)
yClamped + = 360.0f;
while (yClamped> 180.0f)
yClamped - = 360.0f;
(float) ((uintptr_t) Entity + offsets.m_angEyeAngles + 4) = yClamped;
}
}
// delta = current - real | -delta
// 0 = current - real - delta | + real
// real = current - delta