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- 27 Фев 2019
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- 393
Паста xy0.
1.
2.
1.
C++:
const auto player_animation_state = pEnt->AnimState();
if (!player_animation_state)
return;
if (Globals::MissedShots[pEnt->EntIndex()] > 2) {
switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
case 0: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 60; break;
case 1: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 60; break;
case 2: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 60; break;
case 3: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 60; break;
}
float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime);
if (c_config::get().katanaresolver)
Resolver2(pEnt);
if (c_config::get().aimbot_resolver)
IkfakofResolver(pEnt);
if (c_config::get().awresolver)
AIMWAREResolver(pEnt);
pEnt->UpdateClientAnimation();
auto old_curtime = g_pGlobalVars->curtime;
auto old_frametime = g_pGlobalVars->frametime;
auto curtime = g_pGlobalVars->curtime;
auto frametime = g_pGlobalVars->frametime;
auto frametimne = (g_pGlobalVars->frametime);
auto absoluteframtime = (g_pGlobalVars->absoluteframetime);
auto interp_amount = (g_pGlobalVars->interpolationAmount);
auto framecount = g_pGlobalVars->framecount;
auto tickcount = g_pGlobalVars->tickcount;
g_pGlobalVars->realtime = pEnt->GetSimulationTime();
g_pGlobalVars->curtime = pEnt->GetSimulationTime();
g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
g_pGlobalVars->absoluteframetime = g_pGlobalVars->intervalPerTick;
g_pGlobalVars->framecount = pEnt->GetSimulationTime();
g_pGlobalVars->tickcount = pEnt->GetSimulationTime();
g_pGlobalVars->interpolationAmount = 0.0f;
g_pGlobalVars->curtime = pEnt->GetSimulationTime();
g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
player_animation_state->m_iLastClientSideAnimationUpdateFramecount >= pEnt->GetSimulationTime();
player_animation_state->m_iLastClientSideAnimationUpdateFramecount = pEnt->GetSimulationTime() - 1;
pEnt->UpdateClientAnimation();
g_pGlobalVars->curtime = old_curtime;
g_pGlobalVars->frametime = old_frametime;
(g_pGlobalVars->realtime) = g_pGlobalVars->realtime;
(g_pGlobalVars->curtime) = curtime;
(g_pGlobalVars->frametime) = frametimne;
(g_pGlobalVars->absoluteframetime) = absoluteframtime;
g_pGlobalVars->framecount = framecount;
g_pGlobalVars->tickcount = tickcount;
2.
C++:
if (pEnt == Globals::LocalPlayer) {
pEnt->ClientAnimations(true);
auto player_animation_state = pEnt->AnimState();
player_animation_state->m_flLeanAmount = 20;
player_animation_state->m_flCurrentTorsoYaw += 15;
pEnt->UpdateClientAnimation();
pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));
pEnt->ClientAnimations(false);
}
else {
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);
}

