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- 27 Фев 2019
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Боди хорошо убивает, в хед более менее, но иногда (редко) миссает 1-2 патрона в чела
C++:
void Resolver::AnimationFix(C_BaseEntity* entity)
{
auto v3 = Globals::LocalPlayer;
if (v3 != entity)
{
auto animstate = entity->AnimState();
if (animstate)
{
auto lby = 0.f;
auto LBY = entity->GetLowerBodyYaw();
// brute angles Resolver
/*Vector HitBox;
int hitbox;
bool wilupdate;
if (hitbox == HITBOX_HEAD || hitbox == HITBOX_NECK)
{
if (entity->GetVelocity().Length2D() > 0.1f && entity->GetFlags() & FL_ONGROUND)
wilupdate = true;
if (!wilupdate)
return false;
}*/
switch (Globals::MissedShots[entity->EntIndex()] % 14)
{
case 0:
animstate->m_flGoalFeetYaw + 180.f;
break;
case 1:
animstate->m_flGoalFeetYaw - 180.f; //case 2: animstate->m_flGoalFeetYaw -= 90.f; break; case 3: animstate->m_flGoalFeetYaw += 90.f; break;
break;
case 2:
animstate->m_flGoalFeetYaw + 60.f;
break;
case 4:
animstate->m_flGoalFeetYaw - 60.f;
break;
case 5:
animstate->m_flGoalFeetYaw + 58.f;
break;
case 6:
animstate->m_flGoalFeetYaw - 58.f;
break;
case 7:
animstate->m_flGoalFeetYaw + 45.f;
break;
case 8:
animstate->m_flGoalFeetYaw - 45.f;
break;
case 9:
animstate->m_flGoalFeetYaw + 30.f;
break;
case 10:
animstate->m_flGoalFeetYaw - 30.f;
break;
case 11:
animstate->m_fDuckAmount = 1.f;
break;
case 12:
animstate->m_flEyeYaw + MaxDelta(entity);
break;
case 13:
animstate->m_flEyeYaw - MaxDelta(entity);
break;
}
}
}
}

