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Вопрос Что исправить в ресольвере?

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27 Фев 2019
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1,128
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393
C++:
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void Resolver::AnimationFix(C_BaseEntity* pEnt)[/FONT][/B]
[FONT=trebuchet ms][B]{
    auto v3 = Globals::LocalPlayer;
    if (v3 != pEnt)
    {
        auto animstate = pEnt->AnimState();

        auto Resolver = [animstate]() {[/FONT][/B]
         if(resolver) animstate->m_flGoalFeetYaw = player->GetEyeAngles().y + Globals::MissedShots[player->EntIndex()] % 2 ? -60  :60;
[B][FONT=trebuchet ms]        };
        
        auto player_index = pEnt->EntIndex() - 1;

        auto old_curtime = g_pGlobalVars->curtime;
        auto old_frametime = g_pGlobalVars->frametime;

        g_pGlobalVars->curtime = pEnt->GetSimulationTime();
        g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;

        auto player_animation_state = pEnt->AnimState();
        auto player_model_time = reinterpret_cast<int*>(player_animation_state + 112);
        if (player_animation_state != nullptr && player_model_time != nullptr)
            if (*player_model_time == g_pGlobalVars->framecount)
                *player_model_time = g_pGlobalVars->framecount - 1;

        pEnt->ClientAnimations(true);[/FONT][/B]
         Resolver(pEnt);
[B][FONT=trebuchet ms]        pEnt->UpdateClientAnimation();
        pEnt->ClientAnimations(false);

        g_pGlobalVars->curtime = old_curtime;
        g_pGlobalVars->frametime = old_frametime;

        pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));
    }[/B][/FONT]
[B][FONT=trebuchet ms]}
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
void Resolver::AnimationFix(C_BaseEntity* pEnt)[/FONT][/B]
[FONT=trebuchet ms][B]{
    //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()] % 4) //14 //13
    //        {
    //        case 0:
    //            entity->GetEyeAngles().y + 60.f;
    //            break;
    //        case 1:
    //            entity->GetEyeAngles().y - 60.f;
    //            break;
    //        case 2:
    //            entity->GetEyeAngles().y + 58.f;
    //            break;
    //        case 3:
    //            entity->GetEyeAngles().y - 58.f;
    //            break;
    //        case 4:
    //            entity->GetEyeAngles().y + 68.f;
    //            break;
    //        case 5:
    //            entity->GetEyeAngles().y - 68.f;
    //            break;
    //        case 6:
    //            entity->GetEyeAngles().y + 78.f;
    //            break;
    //        case 7:
    //            entity->GetEyeAngles().y - 78.f;
    //            break;
    //        //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 3:
    //        //    animstate->m_flGoalFeetYaw - 60.f;
    //        //    break;
    //        //case 4:
    //        //    animstate->m_flGoalFeetYaw + 58.f;
    //        //    break;
    //        //case 5:
    //        //    animstate->m_flGoalFeetYaw - 58.f;
    //        //    break;
    //        //case 6:
    //        //    animstate->m_flGoalFeetYaw + 45.f;
    //        //    break;
    //        //case 7:
    //        //    animstate->m_flGoalFeetYaw - 45.f;
    //        //    break;
    //        //case 8:
    //        //    animstate->m_flGoalFeetYaw + 30.f;
    //        //    break;
    //        //case 9:
    //        //    animstate->m_flGoalFeetYaw - 30.f;
    //        //    break;
    //        //case 10:
    //        //    animstate->m_fDuckAmount = 1.f;
    //        //    break;
    //        //case 11:
    //        //    animstate->m_flEyeYaw + MaxDelta(entity);
    //        //    break;
    //        //case 12:
    //        //    animstate->m_flEyeYaw - MaxDelta(entity);
    //        //    break;
    //        }
    //    }
    auto v3 = Globals::LocalPlayer;
    if (v3 != pEnt)
    {
        auto animstate = pEnt->AnimState();
        switch (Globals::MissedShots[pEnt->EntIndex()] % 19)
        {
        case 0: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 0.f; break;
        case 1: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 180.f; break;
        case 2: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 180.f; break;
        case 3: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 89.f; break;
        case 4: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 89.f; break;
        case 5: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 72.f; break;
        case 6: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 72.f; break;
        case 7: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 60.f; break;
        case 8: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 60.f; break;
        case 9: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 58.f; break;
        case 10: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 58.f; break;
        case 11: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 45.f; break;
        case 12: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 45.f; break;
        case 13: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 30.f; break;
        case 14: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 30.f; break;
        case 15: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 28.f; break;
        case 16: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 28.f; break;
        case 17: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw += 23.f; break;
        case 18: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw -= 23.f; break;
        default: break;
        }
        auto player_index = pEnt->EntIndex() - 1;

        pEnt->ClientAnimations(true);

        auto old_curtime = g_pGlobalVars->curtime;
        auto old_frametime = g_pGlobalVars->frametime;

        g_pGlobalVars->curtime = pEnt->GetSimulationTime();
        g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;

        auto player_animation_state = pEnt->AnimState();
        auto player_model_time = reinterpret_cast<int*>(player_animation_state + 112);
        if (player_animation_state != nullptr && player_model_time != nullptr)
            if (*player_model_time == g_pGlobalVars->framecount)
                *player_model_time = g_pGlobalVars->framecount - 1;

        pEnt->UpdateClientAnimation();

        g_pGlobalVars->curtime = old_curtime;
        g_pGlobalVars->frametime = old_frametime;

        pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));

        pEnt->ClientAnimations(false);
    }[/B][/FONT]
[B][FONT=trebuchet ms]}
зочем так много брутфорс кейсооов
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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