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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
RU:
Всем привет.
Так как CSGO очень надоела решил слить по ненадобности.
Ресольвер умеет дохуя и больше.
В конце немного изменил ресольвер, так как по мне хитает лучше.
Если что-то неправильно, не кидайтесь помидорами, делал для себя.
ENG:
Hi, everybody.
Since CSGO is very tired, I decided to merge as unnecessary.
The resolver is able to resolve good and more. // google translate, what the fuck ??
In the end, I changed the resolver a little, because it works better for me.
If something is wrong, do not throw tomatoes, I did it for myself.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
credits:
g_pDevops1 - dump.
L3D451R7 - [getze.us] - animlayers part.
Всем привет.
Так как CSGO очень надоела решил слить по ненадобности.
Ресольвер умеет дохуя и больше.
В конце немного изменил ресольвер, так как по мне хитает лучше.
Если что-то неправильно, не кидайтесь помидорами, делал для себя.
ENG:
Hi, everybody.
Since CSGO is very tired, I decided to merge as unnecessary.
The resolver is able to resolve good and more. // google translate, what the fuck ??
In the end, I changed the resolver a little, because it works better for me.
If something is wrong, do not throw tomatoes, I did it for myself.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
C++:
if (m_player->GetFlags() & FL_ONGROUND)
{
if (speed < 0.1f)
{
auto delta = Math::AngleDiff(m_player->GetPlayerAnimState()->m_flGoalFeetYaw, m_player->GetPlayerAnimState()->m_flEyeYaw);
if (server_anim_layers[3].m_flWeight == 0.0f && server_anim_layers[3].m_flCycle == 0.0f) {
ResolverIndex = std::clamp((2 * (delta <= 0.f) - 1), -1, 1);
}
}
else if (!int(server_anim_layers[12].m_flWeight * 1000.f))
{
//2 = -1; 3 = 1; 1 = fake;
if (int(server_anim_layers[6].m_flWeight * 1000.f) == int(preserver_anim_layers[6].m_flWeight * 1000.f))
{
float delta1 = abs(server_anim_layers[6].m_flPlaybackRate - resolver_anim_layers[0][6].m_flPlaybackRate);
float delta2 = abs(server_anim_layers[6].m_flPlaybackRate - resolver_anim_layers[1][6].m_flPlaybackRate);
float delta3 = abs(server_anim_layers[6].m_flPlaybackRate - resolver_anim_layers[2][6].m_flPlaybackRate);
if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f)) {
if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
{
ResolverIndex = 1;
}
}
else
{
ResolverIndex = -1;
}
}
}
}
auto ResolvingAngle = abs(game->missedshots[idx - 1] > 2 ? 60 - (35 * game->missedshots[idx - 1]) : 60);
auto ResolvedYaw = Math::NormalizeYaw(m_player->GetEyeAngles().y + Math::NormalizeYaw(ResolvingAngle * ResolverIndex));
m_player->GetPlayerAnimState()->m_flGoalFeetYaw = ResolvedYaw;
if (!m_player->IsDormant())
{
if (ResolverIndex <= 0)
m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetEyeAngles().y - 60;
else
m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetEyeAngles().y + 60;
for (; m_player->GetPlayerAnimState()->m_flGoalFeetYaw > 180.0f; m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetPlayerAnimState()->m_flGoalFeetYaw - 360)
;
for (; m_player->GetPlayerAnimState()->m_flGoalFeetYaw < -180.0f; m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetPlayerAnimState()->m_flGoalFeetYaw + 360)
;
}
else
if (ResolverIndex >= 0)
m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetEyeAngles().y + 60;
else
m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetEyeAngles().y - 60;
for (; m_player->GetPlayerAnimState()->m_flGoalFeetYaw > 180.0f; m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetPlayerAnimState()->m_flGoalFeetYaw - 360)
;
for (; m_player->GetPlayerAnimState()->m_flGoalFeetYaw < -180.0f; m_player->GetPlayerAnimState()->m_flGoalFeetYaw = m_player->GetPlayerAnimState()->m_flGoalFeetYaw + 360)
;
g_pDevops1 - dump.
L3D451R7 - [getze.us] - animlayers part.