void Resolver::NotReallyUsefull()
{
if (!Globals::LocalPlayer->IsAlive())
return;
const auto state = Globals::LocalPlayer->AnimState();
if (state)
{
auto local_player = Globals::LocalPlayer;
auto animations = local_player->AnimState();
if (!animations)
return;
if (!local_player)
return;
local_player->ClientAnimations(true);
auto old_curtime = g_pGlobalVars->curtime;
auto old_frametime = g_pGlobalVars->frametime;
auto old_ragpos = local_player->get_ragdoll_pos();
g_pGlobalVars->curtime = local_player->GetSimulationTime();
g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
auto player_animation_state = reinterpret_cast<DWORD*>(local_player + 0x3894);
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;
local_player->get_ragdoll_pos();
local_player->UpdateClientAnimation();
g_pGlobalVars->curtime = old_curtime;
g_pGlobalVars->frametime = old_frametime;
local_player->SetAbsAngles(Vector(0.f, local_player->AnimState()->m_flGoalFeetYaw, 0.f));//if u not doin dis it f*cks up the model lol
local_player->ClientAnimations(false);
}
}