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Какой анимфикс из этих двух лучше?

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27 Фев 2019
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393
Паста xy0.

1.
C++:
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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++:
Expand Collapse Copy
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);
    }
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Паста xy0.

1.
C++:
Expand Collapse Copy
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++:
Expand Collapse Copy
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);
    }
Оба анимфикса полнейшая хуета и оба из них бесполезны
 
угу, что нового дальше придумаешь?
если ты делаешь такие резольверы, то анимфикс для тебя проще простого:CoolStoryBob:
bandicam 2020-02-09 22-30-16-568.jpg
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Первый то есть гавно неправильное
1581317374176.png

Второе деф хуо.
Из этого - ничего. Это только будет ломать анимации.
Бери анимфикс из рифка
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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;
ъпаъапъапаъпъа что это брут самого себя :roflanEbalo:
 
в паблике лучше нет.
Соглашусь,но если взять тот же гладиатор ведь анимфикс там реально хороший.
Поработать немного с рестором самих анимок(рифк,фатал) и выйдет очень даже хорошо
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
ъпаъапъапаъпъа что это брут самого себя :roflanEbalo:
Мне больше всего вот это нравится
1581319418991.png

Получ первое хз. Второе аимбот ресольвер что) и еще ав ресольвер 17 года ок.
И еще делать это не комбобоксом хотяб,а тремя разными галочками. @CoderAlmir а если я включу три ресольвера я буду всех та пать получ да
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Паста xy0.

1.
C++:
Expand Collapse Copy
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++:
Expand Collapse Copy
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);
    }
Никакой,это неправильный гавно код
 
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