void Animated_Clantag() {
if (!c_config::get().Animated_Clantag)
return;
static int iLastTime;
float latency = g_pEngine->GetNetChannelInfo()->GetLatency(FLOW_INCOMING) + g_pEngine->GetNetChannelInfo()->GetLatency(FLOW_OUTGOING);
static int timer = 0;
if (int(g_pGlobalVars->curtime * 1 + latency) != iLastTime)
{
//but case clantag is broken tho (this not, i tested)
switch (timer)
{
case 0:SetClan(" g", " g"); break;
case 0:SetClan(" ga", " ga"); break;
case 1:SetClan(" gam", " gam"); break;
case 2:SetClan(" game", " game"); break;
case 3:SetClan(" games", " games"); break;
case 4:SetClan(" gamese", " gamese"); break;
case 5:SetClan(" gamesen", " gamesen"); break;
case 6:SetClan(" gamesens", " gamesens"); break;
case 7:SetClan(" gamesense", " gamesense"); break;
case 8:SetClan(" gamesense", " gamesense"); break;
case 9:SetClan(" gamesense", " gamesense"); break;
case 10:SetClan("gamesens ", " gamesens "); break;
case 11:SetClan(" gamesen ", " gamesen "); break;
case 12:SetClan(" gamese ", " gamese "); break;
case 13:SetClan(" games ", " games "); break;
case 14:SetClan(" game ", " game "); break;
case 15:SetClan(" gam ", " gam "); break;
case 16:SetClan(" ga ", " ga "); break;
case 17:SetClan(" g ", " g "); break;
case 18:SetClan(" ", " "); break;
}
timer++;
iLastTime = int(g_pGlobalVars->curtime * 1 + latency);
}
if (timer > 18)
timer = 0;
}