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Исходник Resolver for legendware v2

Код:
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auto m_first_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_AIMMATRIX][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
auto m_second_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION_RECROUCH][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
auto m_third_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
ANIMATION_LAYER_WEAPON_ACTION_RECROUCH??????????????
а ты классный!! вычислять дельту из одинаковых лееров
Код:
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            player->update_clientside_animation();
Код:
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            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();
зачем...
Код:
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        if (!player->IsDormant())
что... зачем 0_о
Хватит shitпостить, пастер, ты ебаный
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
чел ты........
C++:
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 if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;
хоть сам понял, что ты просто заданный int m_side,юзаешь для определения сайда, ой нет, он даже не так у тебя работает, это вообще бессмыслено
ДАК ТЫ ЕЩЁ И update_clientside_animation ЮЗАЕШЬ :cry: :cry: :cry:
for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; сука блять, сложно так юзать mathh::normalize_yaw ?????????????????
или мозг не понял что это 0.о
*(float*)(uintptr_t(player->get_animation_state()) + 0x80) - ладно............
 
Ресольвер был сделан на основе дампов в2 и моих начинающих знаний. СТОГО НЕ СУДИТЬ.
C++:
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void resolver::resolve_yaw()
{
    player_info_t player_info;
    AnimationLayer m_server_anim_layers[15];
    AnimationLayer m_previous_anim_layers[15];
    AnimationLayer m_resolver_anim_layers[3][15];

    int m_side;
    int m_way;

  

    auto speed_2d = player->m_vecVelocity().Length2D();

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;


    if (player->m_fFlags() & FL_ONGROUND)
    {
      
        if (speed_2d <= 0.1)
        {
            if (m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flWeight == 0.0
                && m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flCycle == 0.0)
            {
                m_way = 1;
                m_side = 2 * (math::AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw) <= 0.0) - 1;
            }
        }
        else if (!(m_server_anim_layers[ANIMATION_LAYER_LEAN].m_flWeight * 1000.0) && (m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0) == (m_previous_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0))
        {
            auto m_first_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_AIMMATRIX][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
            auto m_second_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION_RECROUCH][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
            auto m_third_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);

            if (m_first_delta < m_second_delta || m_third_delta <= m_second_delta || (m_second_delta * 1000.0))
            {
                if (m_first_delta >= m_third_delta && m_second_delta > m_third_delta && !(m_third_delta * 1000.0))
                {
                    m_way = 1;
                    m_side = 1;
                }
            }
            else
            {
                m_way = 1;
                m_side = -1;
            }
        }
    }

    if (m_way == 1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;
        }
    }

    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    if (m_way == 1 && speed_2d > 0.1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
    }
}
where did u paste this from? you havent even defined what m_side will be other than a integer value XAXAX
 
Ресольвер был сделан на основе дампов в2 и моих начинающих знаний. СТОГО НЕ СУДИТЬ.
C++:
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void resolver::resolve_yaw()
{
    player_info_t player_info;
    AnimationLayer m_server_anim_layers[15];
    AnimationLayer m_previous_anim_layers[15];
    AnimationLayer m_resolver_anim_layers[3][15];

    int m_side;
    int m_way;

  

    auto speed_2d = player->m_vecVelocity().Length2D();

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;


    if (player->m_fFlags() & FL_ONGROUND)
    {
      
        if (speed_2d <= 0.1)
        {
            if (m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flWeight == 0.0
                && m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flCycle == 0.0)
            {
                m_way = 1;
                m_side = 2 * (math::AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw) <= 0.0) - 1;
            }
        }
        else if (!(m_server_anim_layers[ANIMATION_LAYER_LEAN].m_flWeight * 1000.0) && (m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0) == (m_previous_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0))
        {
            auto m_first_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_AIMMATRIX][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
            auto m_second_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION_RECROUCH][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
            auto m_third_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);

            if (m_first_delta < m_second_delta || m_third_delta <= m_second_delta || (m_second_delta * 1000.0))
            {
                if (m_first_delta >= m_third_delta && m_second_delta > m_third_delta && !(m_third_delta * 1000.0))
                {
                    m_way = 1;
                    m_side = 1;
                }
            }
            else
            {
                m_way = 1;
                m_side = -1;
            }
        }
    }

    if (m_way == 1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;
        }
    }

    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    if (m_way == 1 && speed_2d > 0.1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
    }
}
pls just pls stop with the ctrl c ctrl v posts
 
Ресольвер был сделан на основе дампов в2 и моих начинающих знаний. СТОГО НЕ СУДИТЬ.
C++:
Expand Collapse Copy
void resolver::resolve_yaw()
{
    player_info_t player_info;
    AnimationLayer m_server_anim_layers[15];
    AnimationLayer m_previous_anim_layers[15];
    AnimationLayer m_resolver_anim_layers[3][15];

    int m_side;
    int m_way;

  

    auto speed_2d = player->m_vecVelocity().Length2D();

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;


    if (player->m_fFlags() & FL_ONGROUND)
    {
      
        if (speed_2d <= 0.1)
        {
            if (m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flWeight == 0.0
                && m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flCycle == 0.0)
            {
                m_way = 1;
                m_side = 2 * (math::AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw) <= 0.0) - 1;
            }
        }
        else if (!(m_server_anim_layers[ANIMATION_LAYER_LEAN].m_flWeight * 1000.0) && (m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0) == (m_previous_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0))
        {
            auto m_first_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_AIMMATRIX][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
            auto m_second_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION_RECROUCH][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
            auto m_third_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);

            if (m_first_delta < m_second_delta || m_third_delta <= m_second_delta || (m_second_delta * 1000.0))
            {
                if (m_first_delta >= m_third_delta && m_second_delta > m_third_delta && !(m_third_delta * 1000.0))
                {
                    m_way = 1;
                    m_side = 1;
                }
            }
            else
            {
                m_way = 1;
                m_side = -1;
            }
        }
    }

    if (m_way == 1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + player->get_max_desync_delta();
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - player->get_max_desync_delta();

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;
        }
    }

    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    if (m_way == 1 && speed_2d > 0.1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
    }
}
so just use 13 as the max index
 
1607680786987.png
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
   if (m_way == 1 && speed_2d > 0.1)
    {
        if (!player->IsDormant())
        {

            if (m_side <= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
        else
        {
            if (m_side >= 0)
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 30.0;
            else
                player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 30.0;

            player->update_clientside_animation();

            for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360)
                ;
            for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0f; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360)
                ;
            *(float*)(uintptr_t(player->get_animation_state()) + 0x80) = player->get_animation_state()->m_flGoalFeetYaw;

        }
    }
}


nice just fucking do the same thing in an if statement and an else statement, at least make it in a switch statement , so you don't loose performance
 
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