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;
}