all of your shit is pasted lmao.animlayer part pasted, im sayed it in comments...
all of your shit is pasted lmao.animlayer part pasted, im sayed it in comments...
lmao, make youre own bruteforce without goal feet yaw///all of your shit is pasted lmao.
Гениально делать лееры без их апдейтов и инфы с анимфикса, откуда они будут брать положение то, с пустых анимлееров?)Щас вы ахуеете, я для вас сделаю так чтоб он работал (Это для самых маленьких которые не инклюдали в анимфиксе его)
В resolver.cpp под
Вставляем ЭТОC++:void resolver::reset(){ player = nullptr; player_record = nullptr; side = false; fake = false; was_first_bruteforce = false; was_second_bruteforce = false; original_goal_feet_yaw = 0.0f; original_pitch = 0.0f; }
ДАЛЬШЕ ЗАХОДИМ В animation_system.h И НАХОДИМ class resolver, и там надо подC++:void resolver::animlayer_resolver() { if (!g_ctx.local()->is_alive()) return; if (!player->is_player()) return; float move_delta; float static_desync = 58.f; float low_desync = 30.f; float random_desync = math::random_float(-58, 58); int move_side; player_t* e; auto animstate = e->get_animation_state(); float speed = player->m_vecVelocity().Length2D(); if (player->m_fFlags() & FL_ONGROUND) { if (speed > 0.1f && (player_record->layers[6].m_flWeight * 1000.0f) == (player_record->layers[6].m_flWeight * 1000.0f)) { if (player_record->layers[3].m_flWeight == 0.f && player_record->layers[3].m_flCycle == 0.f && player_record->layers[6].m_flWeight == 0.f) { auto move_delta = math::AngleDiff(player->m_angEyeAngles().y, original_goal_feet_yaw); move_side = (2 * (move_delta <= 0.0f) - 1) > 0.0f ? -1 : 1; math::normalize_yaw(player->m_angEyeAngles().y + move_side ? 58.f : -58.f); } else if (!(player_record->layers[12].m_flWeight * 10000.0f)) { if (player_record->layers[6].m_flWeight * 10000.0f == int(player_record->layers[6].m_flWeight * 10000.0f)) { float delta_eye = abs(resolver_layers[0][6].m_flPlaybackRate - player_record->layers[6].m_flPlaybackRate); float delta_negative = abs(resolver_layers[1][6].m_flPlaybackRate - player_record->layers[6].m_flPlaybackRate); float delta_positive = abs(resolver_layers[2][6].m_flPlaybackRate - player_record->layers[6].m_flPlaybackRate); if ((delta_eye * 10000.0f) != (delta_negative * 10000.0f)) { if (move_delta <= delta_eye) move_delta = delta_eye; else if (move_delta > delta_eye) move_delta = delta_negative; else move_delta = delta_positive; if (!(move_delta * 1000.0f) || (delta_eye * 10000.0f) != (delta_negative * 10000.0f)) { if (move_delta == delta_negative) { move_side = -1; } else if (move_delta == delta_positive) { move_side = 1; } } } } } if (g_ctx.globals.missed_shots[player->EntIndex()] > 1) { switch (g_ctx.globals.missed_shots[player->EntIndex()] % 5) { case 0: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + static_desync : player->m_angEyeAngles().y - static_desync); break; case 1: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + low_desync : player->m_angEyeAngles().y - low_desync); break; //--Тут 3 рандома-и-они-нужны-на-всякий-случай--\\ case 2: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + random_desync : player->m_angEyeAngles().y - random_desync); break; case 3: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + random_desync : player->m_angEyeAngles().y - random_desync); break; case 4: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + random_desync : player->m_angEyeAngles().y - random_desync); break; //----------------------------------------------\\ } } } } }
ВписатьC++:void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch); void reset();
И надо над public: вписатьC++:void animlayer_resolver();
Дальше ЗАХОДИМ В animation_system.cpp жмём ctrl + f и ищем эту строкуC++:AnimationLayer layers[13]; AnimationLayer resolver_layers[3][13];
и под ней вставляемC++:player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], e->m_angEyeAngles().x);
C++:player_resolver[e->EntIndex()].animlayer_resolver();
Кстати azazinc тут причастен
now your fake duck goes boing boingЩас вы ахуеете, я для вас сделаю так чтоб он работал (Это для самых маленьких которые не инклюдали в анимфиксе его)
В resolver.cpp под
Вставляем ЭТОC++:void resolver::reset(){ player = nullptr; player_record = nullptr; side = false; fake = false; was_first_bruteforce = false; was_second_bruteforce = false; original_goal_feet_yaw = 0.0f; original_pitch = 0.0f; }
ДАЛЬШЕ ЗАХОДИМ В animation_system.h И НАХОДИМ class resolver, и там надо подC++:void resolver::animlayer_resolver() { if (!g_ctx.local()->is_alive()) return; if (!player->is_player()) return; float move_delta; float static_desync = 58.f; float low_desync = 30.f; float random_desync = math::random_float(-58, 58); int move_side; player_t* e; auto animstate = e->get_animation_state(); float speed = player->m_vecVelocity().Length2D(); if (player->m_fFlags() & FL_ONGROUND) { if (speed > 0.1f && (player_record->layers[6].m_flWeight * 1000.0f) == (player_record->layers[6].m_flWeight * 1000.0f)) { if (player_record->layers[3].m_flWeight == 0.f && player_record->layers[3].m_flCycle == 0.f && player_record->layers[6].m_flWeight == 0.f) { auto move_delta = math::AngleDiff(player->m_angEyeAngles().y, original_goal_feet_yaw); move_side = (2 * (move_delta <= 0.0f) - 1) > 0.0f ? -1 : 1; math::normalize_yaw(player->m_angEyeAngles().y + move_side ? 58.f : -58.f); } else if (!(player_record->layers[12].m_flWeight * 10000.0f)) { if (player_record->layers[6].m_flWeight * 10000.0f == int(player_record->layers[6].m_flWeight * 10000.0f)) { float delta_eye = abs(resolver_layers[0][6].m_flPlaybackRate - player_record->layers[6].m_flPlaybackRate); float delta_negative = abs(resolver_layers[1][6].m_flPlaybackRate - player_record->layers[6].m_flPlaybackRate); float delta_positive = abs(resolver_layers[2][6].m_flPlaybackRate - player_record->layers[6].m_flPlaybackRate); if ((delta_eye * 10000.0f) != (delta_negative * 10000.0f)) { if (move_delta <= delta_eye) move_delta = delta_eye; else if (move_delta > delta_eye) move_delta = delta_negative; else move_delta = delta_positive; if (!(move_delta * 1000.0f) || (delta_eye * 10000.0f) != (delta_negative * 10000.0f)) { if (move_delta == delta_negative) { move_side = -1; } else if (move_delta == delta_positive) { move_side = 1; } } } } } if (g_ctx.globals.missed_shots[player->EntIndex()] > 1) { switch (g_ctx.globals.missed_shots[player->EntIndex()] % 5) { case 0: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + static_desync : player->m_angEyeAngles().y - static_desync); break; case 1: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + low_desync : player->m_angEyeAngles().y - low_desync); break; //--Тут 3 рандома-и-они-нужны-на-всякий-случай--\\ case 2: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + random_desync : player->m_angEyeAngles().y - random_desync); break; case 3: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + random_desync : player->m_angEyeAngles().y - random_desync); break; case 4: animstate->m_flGoalFeetYaw = math::normalize_yaw(move_side ? player->m_angEyeAngles().y + random_desync : player->m_angEyeAngles().y - random_desync); break; //----------------------------------------------\\ } } } } }
ВписатьC++:void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch); void reset();
И надо над public: вписатьC++:void animlayer_resolver();
Дальше ЗАХОДИМ В animation_system.cpp жмём ctrl + f и ищем эту строкуC++:AnimationLayer layers[13]; AnimationLayer resolver_layers[3][13];
и под ней вставляемC++:player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], e->m_angEyeAngles().x);
C++:player_resolver[e->EntIndex()].animlayer_resolver();
Кстати azazinc тут причастен
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz