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- #1
i tested this on opposite, normal and micromovements desyncs
it would only get triggered if they were using micromovements
btw there is a small anti past
it would only get triggered if they were using micromovements
btw there is a small anti past
C++:
//no point doing this if they in air
if (player->m_fFlags & FL_ONGROUND)
{
if (fabsf(m_flCurrent->m_AnimLayer[6].m_flCycle - m_flPreviousRecord->m_AnimLayer[6].m_flCycle) > 99999) // magic number
{
//prob do check to make sure they not just started moving
float m_flSpeed = player->get_abs_velocity().Length();
if (m_flSpeed > 1.90f) // magic number
{
//they prob most likely using micro-movements
}
}
}
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