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C++ Descent resolver for lw

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18 Май 2020
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[I maded this for lw cuz some peoples dont know how to paste lol]

C++:
Expand Collapse Copy
    float difference = math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw);

    if (e->m_vecVelocity().Length2D() < 6.f)
    {
        float delta = 2 * (math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw) <= 0) - 1;

        if (difference <= 10.f && difference >= -10.f)
        {
            player_record->side = g_ctx.globals.missed_shots[e->EntIndex()] % 2 ? RESOLVER_LOWN : RESOLVER_LOWP;
        }
        else
        {
            if (delta >= 1.f)
            {
                player_record->side = RESOLVER_NEG;
            }
            else if (delta <= -1.f)
            {
                player_record->side = RESOLVER_POS;
            }
        }
    }
    else
    {
        auto poses = e->m_flPoseParameter();
        float lean = poses[7];

        player_record->side = lean >= 0.5f ? RESOLVER_LOWP : RESOLVER_LOWN;

    }
pose parameter on top
 
[I maded this for lw cuz some peoples dont know how to paste lol]

C++:
Expand Collapse Copy
    float difference = math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw);

    if (e->m_vecVelocity().Length2D() < 6.f)
    {
        float delta = 2 * (math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw) <= 0) - 1;

        if (difference <= 10.f && difference >= -10.f)
        {
            player_record->side = g_ctx.globals.missed_shots[e->EntIndex()] % 2 ? RESOLVER_LOWN : RESOLVER_LOWP;
        }
        else
        {
            if (delta >= 1.f)
            {
                player_record->side = RESOLVER_NEG;
            }
            else if (delta <= -1.f)
            {
                player_record->side = RESOLVER_POS;
            }
        }
    }
    else
    {
        auto poses = e->m_flPoseParameter();
        float lean = poses[7];

        player_record->side = lean >= 0.5f ? RESOLVER_LOWP : RESOLVER_LOWN;

    }
pose parameter on top
if (delta >= 1.f)
{
player_record->side = RESOLVER_NEG;
}
else if (delta <= -1.f)
{
player_record->side = RESOLVER_POS;
}
all i needed to see to tell this is dogshit lol
 
[I maded this for lw cuz some peoples dont know how to paste lol]

C++:
Expand Collapse Copy
    float difference = math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw);

    if (e->m_vecVelocity().Length2D() < 6.f)
    {
        float delta = 2 * (math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw) <= 0) - 1;

        if (difference <= 10.f && difference >= -10.f)
        {
            player_record->side = g_ctx.globals.missed_shots[e->EntIndex()] % 2 ? RESOLVER_LOWN : RESOLVER_LOWP;
        }
        else
        {
            if (delta >= 1.f)
            {
                player_record->side = RESOLVER_NEG;
            }
            else if (delta <= -1.f)
            {
                player_record->side = RESOLVER_POS;
            }
        }
    }
    else
    {
        auto poses = e->m_flPoseParameter();
        float lean = poses[7];

        player_record->side = lean >= 0.5f ? RESOLVER_LOWP : RESOLVER_LOWN;

    }
pose parameter on top
Cringgeeeeee....
You will not be able to use and even try to detect something by poses parameters ..
Learn engine.
 
[I maded this for lw cuz some peoples dont know how to paste lol]

C++:
Expand Collapse Copy
    float difference = math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw);

    if (e->m_vecVelocity().Length2D() < 6.f)
    {
        float delta = 2 * (math::AngleDiff(e->get_animation_state()->m_flEyeYaw, original_goal_feet_yaw) <= 0) - 1;

        if (difference <= 10.f && difference >= -10.f)
        {
            player_record->side = g_ctx.globals.missed_shots[e->EntIndex()] % 2 ? RESOLVER_LOWN : RESOLVER_LOWP;
        }
        else
        {
            if (delta >= 1.f)
            {
                player_record->side = RESOLVER_NEG;
            }
            else if (delta <= -1.f)
            {
                player_record->side = RESOLVER_POS;
            }
        }
    }
    else
    {
        auto poses = e->m_flPoseParameter();
        float lean = poses[7];

        player_record->side = lean >= 0.5f ? RESOLVER_LOWP : RESOLVER_LOWN;

    }
pose parameter on top
m_flEyeYaw = goal_feet_yaw always
 
m_flEyeYaw = goal_feet_yaw always
:cry: :cry: :cry: Кто тебе это сказал? или где ты это прочитал/нашёл...
Подсказка : гоалфитяв зависит от m_flEyeYaw , m_flCurrentFeet и еще от парочки вещей но он никак не равен ему....
upd : отдельно про m_flCurentFeet , вот он может быть равен гоалфитяву и то не всегда....
а именно на сетапвелосити он приравнивает курент фит к гоалфитяву
 
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