Вопрос How to fix model flicking?

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In weave v2, when in a low fps scenario, the model is flicking. The animfix is causing this, because i have tested with a completely different antiaim system, and its the same. The thing is i don't know how to fix it, if anyone has an idea please write.
Here is a video of the issue:
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Note: It also happens during the freezetime, even if there are no low fps scenarios, but only on some servers, and i have not found anything to help me solve it

Here is the code:

Код:
 if ((! Interfaces.engine-> IsConnected () &&! Interfaces.engine-> IsInGame ()) ||! Csgo-> local)
        return;

    if (! csgo-> local-> isAlive ())
        return;

    static CBaseHandle * selfhandle = nullptr;
    static float spawntime = csgo-> local-> GetSpawnTime ();

    auto alloc = RealAnimstate == nullptr;
    auto change =! alloc && selfhandle! = & csgo-> local-> GetRefEHandle ();
    auto reset =! alloc &&! change && csgo-> local-> GetSpawnTime ()! = spawntime;

    if (change) {
        memset (& RealAnimstate, 0, sizeof (RealAnimstate));
        selfhandle = (CBaseHandle *) & csgo-> local-> GetRefEHandle ();
    }
    if (reset) {
        csgo-> local-> ResetAnimationState (RealAnimstate);
        spawntime = csgo-> local-> GetSpawnTime ();
    }

    if (alloc || change) {
        RealAnimstate = reinterpret_cast <CCSGOPlayerAnimState *> (interfaces.memalloc-> Alloc (sizeof (CCSGOPlayerAnimState)));
        if (RealAnimstate)
            csgo-> local-> CreateAnimationState (RealAnimstate);
    }

    if (! RealAnimstate)
        return;

    if (RealAnimstate-> m_last_update_frame == interfaces.global_vars-> framecount)
        RealAnimstate-> m_last_update_frame - = 1;

    Vector old_ang = * (Vector *) ((DWORD) csgo-> local + 0x31D8);

    * (Vector *) ((DWORD) csgo-> local + 0x31D8) = csgo-> FakeAngle;

    csgo-> ShouldUpdate = true;
    csgo-> local-> UpdateAnimationState (RealAnimstate, csgo-> CurAngle);
    csgo-> ShouldUpdate = false;

    if (csgo-> send_packet) {
        csgo-> local-> ParseAnimOverlays (csgo-> layers);
        csgo-> local-> ParsePoseParameter (csgo-> poses);

        if (RealAnimstate)
            csgo-> last_gfy = RealAnimstate-> m_abs_yaw;

        if (FakeAnimstate && RealAnimstate)
            csgo-> desync_angle = clamp (Math :: NormalizeYaw (Math :: AngleDiff (FakeAnimstate-> m_abs_yaw, RealAnimstate-> m_abs_yaw)), -58.f, 58.f);
        if (vars.antiaim.staticlegsinair) {
            csgo-> local-> m_flPoseParameter () [6] = 1;
        }
    }

    csgo-> layers [12] .m_flWeight = FLT_EPSILON;

    * (Vector *) ((DWORD) csgo-> local + 0x31D8) = old_ang; [/ CODE]
 
get good get legendware
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change this
C++:
RealAnimstate-> m_last_update_frame - = 1;
to
C++:
RealAnimstate-> m_last_update_frame = -1;
= ez profit
 
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