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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
#include "local_animations.h"
void local_animations::run(ClientFrameStage_t stage)
{
if (!fakelag::get().condition && key_binds::get().get_key_bind_state(20))
{
if (stage == FRAME_NET_UPDATE_END)
{
fake_server_update = false;
if (g_ctx.local()->m_flSimulationTime() != fake_simulation_time)
{
fake_server_update = true;
fake_simulation_time = g_ctx.local()->m_flSimulationTime();
}
g_ctx.local()->get_animlayers()[3].m_flWeight = 0.0f;
g_ctx.local()->get_animlayers()[3].m_flCycle = 0.0f;
g_ctx.local()->get_animlayers()[12].m_flWeight = 0.0f;
update_fake_animations();
}
else if (stage == FRAME_RENDER_START)
{
auto animstate = g_ctx.local()->get_animation_state();
if (!animstate)
return;
g_ctx.local()->get_animlayers()[3].m_flWeight = 0.0f;
g_ctx.local()->get_animlayers()[3].m_flCycle = 0.0f;
g_ctx.local()->get_animlayers()[12].m_flWeight = 0.0f;
update_local_animations(animstate);
}
}
else if (stage == FRAME_RENDER_START)
{
auto animstate = g_ctx.local()->get_animation_state();
if (!animstate)
return;
real_server_update = false;
fake_server_update = false;
if (g_ctx.local()->m_flSimulationTime() != real_simulation_time || g_ctx.local()->m_flSimulationTime() != fake_simulation_time) //-V550
{
real_server_update = fake_server_update = true;
real_simulation_time = fake_simulation_time = g_ctx.local()->m_flSimulationTime();
}
g_ctx.local()->get_animlayers()[3].m_flWeight = 0.0f;
g_ctx.local()->get_animlayers()[3].m_flCycle = 0.0f;
g_ctx.local()->get_animlayers()[12].m_flWeight = 0.0f;
update_fake_animations();
update_local_animations(animstate);
}
}
void local_animations::update_prediction_animations()
{
}
void local_animations::update_fake_animations()
{
auto alloc = !local_data.animstate;
auto change = !alloc && handle != &g_ctx.local()->GetRefEHandle(); //-V807
auto reset = !alloc && !change && g_ctx.local()->m_flSpawnTime() != spawntime; //-V550
if (change)
m_memalloc()->Free(local_data.animstate);
if (reset)
{
util::reset_state(local_data.animstate);
spawntime = g_ctx.local()->m_flSpawnTime();
}
if (alloc || change)
{
local_data.animstate = (c_baseplayeranimationstate*)m_memalloc()->Alloc(sizeof(c_baseplayeranimationstate));
if (local_data.animstate)
util::create_state(local_data.animstate, g_ctx.local());
handle = (CBaseHandle*)&g_ctx.local()->GetRefEHandle();
spawntime = g_ctx.local()->m_flSpawnTime();
}
if (!alloc && !change && !reset && fake_server_update)
{
float pose_parameter[24]; //-V688
memcpy(pose_parameter, &g_ctx.local()->m_flPoseParameter(), 24 * sizeof(float));
AnimationLayer layers[15]; //-V688
memcpy(layers, g_ctx.local()->get_animlayers(), g_ctx.local()->animlayer_count() * sizeof(AnimationLayer));
auto backup_frametime = m_globals()->m_frametime; //-V807
auto backup_curtime = m_globals()->m_curtime;
m_globals()->m_frametime = m_globals()->m_intervalpertick;
m_globals()->m_curtime = g_ctx.local()->m_flSimulationTime();
local_data.animstate->m_pBaseEntity = g_ctx.local();
util::update_state(local_data.animstate, local_animations::get().local_data.fake_angles);
local_data.animstate->m_bInHitGroundAnimation = false;
local_data.animstate->m_fLandingDuckAdditiveSomething = 0.0f;
local_data.animstate->m_flHeadHeightOrOffsetFromHittingGroundAnimation = 1.0f;
g_ctx.local()->setup_bones_fixed(g_ctx.globals.fake_matrix, BONE_USED_BY_ANYTHING);
local_data.visualize_lag = g_cfg.player.visualize_lag;
if (!local_data.visualize_lag)
{
for (auto& i : g_ctx.globals.fake_matrix)
{
i[0][3] -= g_ctx.local()->GetRenderOrigin().x;
i[1][3] -= g_ctx.local()->GetRenderOrigin().y;
i[2][3] -= g_ctx.local()->GetRenderOrigin().z;
}
}
m_globals()->m_frametime = backup_frametime;
m_globals()->m_curtime = backup_curtime;
memcpy(&g_ctx.local()->m_flPoseParameter(), pose_parameter, 24 * sizeof(float));
memcpy(g_ctx.local()->get_animlayers(), layers, g_ctx.local()->animlayer_count() * sizeof(AnimationLayer));
}
}
void local_animations::update_local_animations(c_baseplayeranimationstate* animstate)
{
if (tickcount != m_globals()->m_tickcount)
{
/* тиккаунт сетается в другом месте чучуть ниже */
//tickcount = m_globals()->m_tickcount;
memcpy(layers, g_ctx.local()->get_animlayers(), g_ctx.local()->animlayer_count() * sizeof(AnimationLayer)); //-V807
/*if (local_data.animstate)
animstate->m_fDuckAmount = local_data.animstate->m_fDuckAmount;*/
animstate->m_iLastClientSideAnimationUpdateFramecount = 0;
util::update_state(animstate, local_animations::get().local_data.fake_angles);
if (!m_clientstate()->m_iChockedCommands)
{
abs_angles = animstate->m_flGoalFeetYaw;
memcpy(pose_parameter, &g_ctx.local()->m_flPoseParameter(), 24 * sizeof(float));
}
tickcount = m_globals()->m_tickcount;
}
else
animstate->m_iLastClientSideAnimationUpdateFramecount = m_globals()->m_framecount;
animstate->m_flGoalFeetYaw = antiaim::get().condition(g_ctx.get_command()) ? abs_angles : local_animations::get().local_data.real_angles.y;
// fix feet spin.
animstate->m_flFeetYawRate = 0.f;
g_ctx.local()->set_abs_angles(Vector(0.0f, abs_angles, 0.0f));
memcpy(g_ctx.local()->get_animlayers(), layers, g_ctx.local()->animlayer_count() * sizeof(AnimationLayer));
memcpy(&g_ctx.local()->m_flPoseParameter(), pose_parameter, 24 * sizeof(float));
}
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