float v3;
float v4;
float v5 = v4;
float v6 = v4;
float v7 = (v4 + 896);
DWORDLONG(v138) = v5;
float v1;
float v9 = (v5 + 880);
float v10 = (v5 + 892);
float v11 = v9;
float v12 = (v11 + 8) - 1;
float v13 = v7 == 2;
float v14 = (v11 + 4);
float v15 = (v14 + 4);
float v18 = v6 + 9920;
(player->m_vecVelocity().z * player->m_vecVelocity().z) +
((player->m_vecVelocity().y * player->m_vecVelocity().y) + (player->m_vecVelocity().x * player->m_vecVelocity().x));
if (player->m_vecVelocity().Length2D()); 0.1 || player->m_vecVelocity().Length2D(); 0.1;
v18 = v6 + 9940;
if (player->get_animlayers()->m_flWeight + 14.25092419f > 0.54 || player->m_bHasDefuser())
{
if (player->get_animlayers()->m_flCycle > 0.12)
{
if (player->get_animlayers()->m_flCycle > 0.43)
{
float yawresolver = player->m_angEyeAngles().y; //no fake angles
return;
}
}
}
if (player->get_animlayers()->m_nOrder == player->get_animlayers()->m_nOrder) // slow walk detect
{
if (player->get_animlayers()->m_flCycle > 0.5)
{
float yawResolverv2 = (player->m_flLowerBodyYawTarget()) + player->get_max_desync_delta();
return;
}
else //the speed is too high for the desyncing angles
player->m_angEyeAngles().y;
return;
}
// stfu nigger
if (player->sequence_activity(player->get_animlayers()->m_nSequence) == 979 &&
abs(player->get_animlayers()->m_flWeight - player->get_animlayers()->m_flWeight) >= 1.1f) // fix desync with lby breaker (polak it's you.)
{
player->m_flLowerBodyYawTarget();
}
if (player)
{
if (abs(player->get_animlayers()->m_flWeight + -10.0429) < 0.0020000001 &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001)
{
float v24 = player->m_angEyeAngles().y;
float lby_delta = (player->m_flLowerBodyYawTarget() - v24);
if ((lby_delta) > -player->get_max_desync_delta())
{
}
}
if (player &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001 &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001 &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001)
{
float v36 = (player->m_flLowerBodyYawTarget() - player->m_angEyeAngles().y);
float v42 = (player->m_flLowerBodyYawTarget() - player->m_angEyeAngles().y);
if ((v36 - v42) < -50.0 )
{
}
}
}
else // player abusing tickbase
{
m_globals()->m_tickcount = (m_globals()->m_intervalpertick * m_globals()->m_absoluteframetime) + player->m_flSimulationTime(); //Fixing player tickbase
return; // skip this tick
}
float v4;
float v5 = v4;
float v6 = v4;
float v7 = (v4 + 896);
DWORDLONG(v138) = v5;
float v1;
float v9 = (v5 + 880);
float v10 = (v5 + 892);
float v11 = v9;
float v12 = (v11 + 8) - 1;
float v13 = v7 == 2;
float v14 = (v11 + 4);
float v15 = (v14 + 4);
float v18 = v6 + 9920;
(player->m_vecVelocity().z * player->m_vecVelocity().z) +
((player->m_vecVelocity().y * player->m_vecVelocity().y) + (player->m_vecVelocity().x * player->m_vecVelocity().x));
if (player->m_vecVelocity().Length2D()); 0.1 || player->m_vecVelocity().Length2D(); 0.1;
v18 = v6 + 9940;
if (player->get_animlayers()->m_flWeight + 14.25092419f > 0.54 || player->m_bHasDefuser())
{
if (player->get_animlayers()->m_flCycle > 0.12)
{
if (player->get_animlayers()->m_flCycle > 0.43)
{
float yawresolver = player->m_angEyeAngles().y; //no fake angles
return;
}
}
}
if (player->get_animlayers()->m_nOrder == player->get_animlayers()->m_nOrder) // slow walk detect
{
if (player->get_animlayers()->m_flCycle > 0.5)
{
float yawResolverv2 = (player->m_flLowerBodyYawTarget()) + player->get_max_desync_delta();
return;
}
else //the speed is too high for the desyncing angles
player->m_angEyeAngles().y;
return;
}
// stfu nigger
if (player->sequence_activity(player->get_animlayers()->m_nSequence) == 979 &&
abs(player->get_animlayers()->m_flWeight - player->get_animlayers()->m_flWeight) >= 1.1f) // fix desync with lby breaker (polak it's you.)
{
player->m_flLowerBodyYawTarget();
}
if (player)
{
if (abs(player->get_animlayers()->m_flWeight + -10.0429) < 0.0020000001 &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001)
{
float v24 = player->m_angEyeAngles().y;
float lby_delta = (player->m_flLowerBodyYawTarget() - v24);
if ((lby_delta) > -player->get_max_desync_delta())
{
}
}
if (player &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001 &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001 &&
abs(player->get_animlayers()->m_flWeight + -2.6812999) < 0.0020000001)
{
float v36 = (player->m_flLowerBodyYawTarget() - player->m_angEyeAngles().y);
float v42 = (player->m_flLowerBodyYawTarget() - player->m_angEyeAngles().y);
if ((v36 - v42) < -50.0 )
{
}
}
}
else // player abusing tickbase
{
m_globals()->m_tickcount = (m_globals()->m_intervalpertick * m_globals()->m_absoluteframetime) + player->m_flSimulationTime(); //Fixing player tickbase
return; // skip this tick
}