Вопрос Resolve jitter

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How the fuck do you resolve high jitter?

I resolve every fucking aa expect ppl with Yaw Center jitter math.random(50,85)
and Real body jitter (0 / 90)
I keep magdumping that shit
any help appreciated

What im currently doing to resolve side: Detect if someone freestands, or uses edge yaw otherwise animlayer checking specific values that isnt possible with left or right fake
 
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Just use math.random resolver
You must use your enemies techniques in order to defeat them (c) sdgqrgjdkr
Could make it bindable for easier use against jitter users
 
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How the fuck do you resolve high jitter?

I resolve every fucking aa expect ppl with Yaw Center jitter math.random(50,85)
and Real body jitter (0 / 90)
I keep magdumping that shit
any help appreciated

What im currently doing to resolve side: Detect if someone freestands, or uses edge yaw otherwise animlayer checking specific values that isnt possible with left or right fake
you need to improve animations and all this will be enough to solve jitters
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
How the fuck do you resolve high jitter?

I resolve every fucking aa expect ppl with Yaw Center jitter math.random(50,85)
and Real body jitter (0 / 90)
I keep magdumping that shit
any help appreciated

What im currently doing to resolve side: Detect if someone freestands, or uses edge yaw otherwise animlayer checking specific values that isnt possible with left or right fake
u need pasting this code for solve jitters
so this pcode coded by estk and polak.

C++:
auto eye_foot_delta = math::get( ).fast_float_normalize( player->get_eye_angles( ).y, state->m_foot_yaw );

if ( player->m_flags & e_flags::fl_onground )
{
    if ( state->m_speed_2d <= 1.0f )
    {
        if ( eye_foot_delta > 0.0f )
        {
            if ( eye_foot_delta <= -180.f )
                eye_foot_delta -= 360.f;
            else if ( eye_foot_delta > 180.f )
                eye_foot_delta += 360.f;
        }
        else
            eye_foot_delta += 360.f - 180.f;
    }
  
    if ( abs( eye_foot_delta ) > 120.f )
    {
        record->m_animoverlays[ 3 ].m_weight = 0.f;
        record->m_animoverlays[ 3 ].m_cycle = 0.f;
        record->m_animoverlays[ 3 ].m_sequence = 979;
        state->m_break_adjust_balance = true;
    }
    else
        state->m_break_adjust_balance = false;
}
 
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