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Исходник Resolver for Legendware

Забаненный
Забаненный
Статус
Оффлайн
Регистрация
19 Сен 2020
Сообщения
29
Реакции
16
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
не судите строго просто фан ресик без говно кода
Код:
Expand Collapse Copy
void c_resolver::resolve_yaw(player_t* player)
{
    auto animstate = player->get_animation_state();

    if (!animstate)
        return;

    AnimationLayer layers[13];
    AnimationLayer moveLayers[3][13];

    AnimationLayer preserver_anim_layers[13];
    auto speed = player->m_vecVelocity().Length2D();

    if (speed < 0.1f)
    {
        auto delta = std::remainder(math::normalize_yaw(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;

        if (layers[3].m_flWeight == 0.0f
            && layers[3].m_flCycle == 0.0f)
        {
            m_Side = math::clamp((2 * (delta <= 0.f) - 1), -1, 1);
        }
    }
    else if (!int(layers[12].m_flWeight * 1000.f))
    {
        if (int(layers[6].m_flWeight * 1000.f) == int(layers[6].m_flWeight * 1000.f))
        {
            float delta1 = abs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
            float delta2 = abs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
            float delta3 = abs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

            if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f)) {
                if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
                {
                    m_Side = 1;
                    last_anims_update_time = m_globals()->m_realtime;
                }
            }
            else
            {
                m_Side = -1;
                last_anims_update_time = m_globals()->m_realtime;
            }
        }  
    }

    if (m_Side = 1)
    {
        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
    }
    else if (m_Side = -1)
    {
        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
    }

    if (g_ctx.globals.missed_shots[player->EntIndex()] > 0)
    {
        switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
        {
        case 0:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
            break;
        }
    }
}
resolver h;
class c_resolver
{
public:
    void resolve_yaw(player_t* player);
    int m_Side = 0;
    float last_anims_update_time;  
};
extern c_resolver* resolver;
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Please just stop...
 
не судите строго просто фан ресик без говно кода
Код:
Expand Collapse Copy
void c_resolver::resolve_yaw(player_t* player)
{
    auto animstate = player->get_animation_state();

    if (!animstate)
        return;

    AnimationLayer layers[13];
    AnimationLayer moveLayers[3][13];

    AnimationLayer preserver_anim_layers[13];
    auto speed = player->m_vecVelocity().Length2D();

    if (speed < 0.1f)
    {
        auto delta = std::remainder(math::normalize_yaw(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;

        if (layers[3].m_flWeight == 0.0f
            && layers[3].m_flCycle == 0.0f)
        {
            m_Side = math::clamp((2 * (delta <= 0.f) - 1), -1, 1);
        }
    }
    else if (!int(layers[12].m_flWeight * 1000.f))
    {
        if (int(layers[6].m_flWeight * 1000.f) == int(layers[6].m_flWeight * 1000.f))
        {
            float delta1 = abs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
            float delta2 = abs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
            float delta3 = abs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

            if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f)) {
                if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
                {
                    m_Side = 1;
                    last_anims_update_time = m_globals()->m_realtime;
                }
            }
            else
            {
                m_Side = -1;
                last_anims_update_time = m_globals()->m_realtime;
            }
        } 
    }

    if (m_Side = 1)
    {
        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
    }
    else if (m_Side = -1)
    {
        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
    }

    if (g_ctx.globals.missed_shots[player->EntIndex()] > 0)
    {
        switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
        {
        case 0:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
            break;
        }
    }
}
resolver h;
class c_resolver
{
public:
    void resolve_yaw(player_t* player);
    int m_Side = 0;
    float last_anims_update_time; 
};
extern c_resolver* resolver;
Теперь я могу тапать скит
 
if (g_ctx.globals.missed_shots[player->EntIndex()] > 0) { switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2) { case 0: animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f); break; case 1: animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f); break; } } }


Нахуя а главное зачем!!!
 
не судите строго просто фан ресик без говно кода
Код:
Expand Collapse Copy
void c_resolver::resolve_yaw(player_t* player)
{
    auto animstate = player->get_animation_state();

    if (!animstate)
        return;

    AnimationLayer layers[13];
    AnimationLayer moveLayers[3][13];

    AnimationLayer preserver_anim_layers[13];
    auto speed = player->m_vecVelocity().Length2D();

    if (speed < 0.1f)
    {
        auto delta = std::remainder(math::normalize_yaw(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;

        if (layers[3].m_flWeight == 0.0f
            && layers[3].m_flCycle == 0.0f)
        {
            m_Side = math::clamp((2 * (delta <= 0.f) - 1), -1, 1);
        }
    }
    else if (!int(layers[12].m_flWeight * 1000.f))
    {
        if (int(layers[6].m_flWeight * 1000.f) == int(layers[6].m_flWeight * 1000.f))
        {
            float delta1 = abs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
            float delta2 = abs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
            float delta3 = abs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

            if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f)) {
                if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
                {
                    m_Side = 1;
                    last_anims_update_time = m_globals()->m_realtime;
                }
            }
            else
            {
                m_Side = -1;
                last_anims_update_time = m_globals()->m_realtime;
            }
        } 
    }

    if (m_Side = 1)
    {
        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
    }
    else if (m_Side = -1)
    {
        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
    }

    if (g_ctx.globals.missed_shots[player->EntIndex()] > 0)
    {
        switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
        {
        case 0:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
            break;
        }
    }
}
resolver h;
class c_resolver
{
public:
    void resolve_yaw(player_t* player);
    int m_Side = 0;
    float last_anims_update_time; 
};
extern c_resolver* resolver;
Фан и без говно кода это разные вещи!!!
 
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