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Автор темы
- #1
void Resolverswitch (C_BaseEntity * entity)
{
static float ResolvedYaw [65];
shots_missed [entity-> EntIndex ()] = shots_fire [entity-> EntIndex ()] - shots_hit [entity-> EntIndex ()];
const auto entity_animstate = entity-> AnimState ();
switch (shots_missed [entity-> EntIndex ()]% 5) {
case 0:
entity-> AnimState () -> m_flAbsRotation () = -60.f;
break;
case 1:
entity-> AnimState () -> m_flAbsRotation () = 60.f;
break;
case 2:
entity-> AnimState () -> m_flAbsRotation () = -89.f;
break;
case 4:
entity-> AnimState () -> m_flAbsRotation () = 89.f;
break;
}
}
I KNOW REALLY DISGUSTING but it wont brute at all it will just stay one side even when im missing
ITS BEING CALLED IN if (stage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)
{
static float ResolvedYaw [65];
shots_missed [entity-> EntIndex ()] = shots_fire [entity-> EntIndex ()] - shots_hit [entity-> EntIndex ()];
const auto entity_animstate = entity-> AnimState ();
switch (shots_missed [entity-> EntIndex ()]% 5) {
case 0:
entity-> AnimState () -> m_flAbsRotation () = -60.f;
break;
case 1:
entity-> AnimState () -> m_flAbsRotation () = 60.f;
break;
case 2:
entity-> AnimState () -> m_flAbsRotation () = -89.f;
break;
case 4:
entity-> AnimState () -> m_flAbsRotation () = 89.f;
break;
}
}
I KNOW REALLY DISGUSTING but it wont brute at all it will just stay one side even when im missing
ITS BEING CALLED IN if (stage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)