ну че начинаем мемы детектить
if (player->m_fFlags() & FL_ONGROUND && player->m_vecVelocity().Length2D() <= 2.0f)
{
if (player->sequence_activity(player_record->layers[3].m_nSequence) == 979)
{
if (player_record->layers[3].m_flWeight == 0.f && player_record->layers[3].m_flCycle == 0.f)
{
if (fabs(lby_delta) > 30.0f)
{
if (g_ctx.globals.missed_shots[player->EntIndex()])
lby_delta = -lby_delta;
side = lby_delta > 30.0f ? 1 : -1;
type = resolver_type::LBY;
}
else
{
auto m_delta = math::AngleDiff(player->m_angEyeAngles().y, animstate->m_flGoalFeetYaw) > 0.f ? RESOLVER_SECOND : RESOLVER_FIRST;
side = 2 * (m_delta <= 0.0f) - 1;
type = resolver_type::ANIM_s;
}
}
}
}
что это кто это делал умри пж
if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
record->invalid = true;
сколько вижу никто не пофиксил из пастеров
даже в слитом анимфиксе вт в2 было фиксед
if (e->m_fFlags() & FL_ONGROUND) {
if (animlayers[6].m_flPlaybackRate == 0.f) {
velocity.Zero();
}
else
{
const auto avg_speed = velocity.Length2D();
if (avg_speed != 0.f) {
const auto weight = animlayers[11].m_flWeight;
const auto speed_as_portion = 0.55f - (weight - 1.f) * 0.35f;
const auto avg_speed_modifier = speed_as_portion * (current_weapon ? max(current_weapon->get_csweapon_info()->flMaxPlayerSpeed, 0.001f) : 260.f);
if (weight >= 1.f && avg_speed > avg_speed_modifier
|| weight < 1.f && (avg_speed_modifier > avg_speed || weight > 0.f)) {
velocity.x /= avg_speed;
velocity.y /= avg_speed;
velocity.x *= avg_speed_modifier;
velocity.y *= avg_speed_modifier;
}
}
}
oh shit
if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
{
auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);
if (!previous_velocity.IsZero() && !was_in_air)
{
auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));
auto average_direction = current_direction - previous_direction;
average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));
auto direction_cos = cos(average_direction);
auto dirrection_sin = sin(average_direction);
auto velocity_speed = e->m_vecVelocity().Length2D();
e->m_vecVelocity().x = direction_cos * velocity_speed;
e->m_vecVelocity().y = dirrection_sin * velocity_speed;
}
fucking slave nice velocity fix you like?
if (animlayers[6].m_flWeight == 0.0f || animlayers[6].m_flPlaybackRate == 0.0f)
e->m_vecVelocity().Zero();
clowns?
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
Again clowns studio
bool old_onground = animstate->m_bOnGround;
bool new_onladder = !animstate->m_bOnGround && e->get_move_type() == MOVETYPE_LADDER;
bool new_onground = e->m_fFlags() & FL_ONGROUND;
bool just_landed;
if (old_onground != new_onground && new_onground)
just_landed = true;
else
just_landed = false;
if (animstate->m_bOnGround)
{
if (!animstate->m_bInHitGroundAnimation)
{
if (just_landed || new_onladder)
{
int landing_activity = animstate->time_since_in_air() > 1.0f ? ACT_CSGO_LAND_HEAVY : ACT_CSGO_LAND_LIGHT;
record->layers[5].m_nSequence = landing_activity;
record->layers[5].m_flCycle = 0.0f;
animstate->m_bInHitGroundAnimation = true;
}
}
}
if (!e->get_move_type() == MOVETYPE_LADDER)
{
if (record->layers[5].m_flWeight > 0.0f)
{
float v175 = (animstate->time_since_in_air() - 0.2f) * -5.0f;
v175 = std::clamp(v175, 0.0f, 1.0f);
float newlayer5_weight = ((3.0f - (v175 + v175)) * (v175 * v175)) * record->layers[5].m_flWeight;
// set new weight.
record->layers[5].m_flWeight = newlayer5_weight;
}
}
Xddd
это не все я после такого закрыл сурс нахуй