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 - 8 Янв 2020
 
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Onetap v2 trigger balance adjust
Возможно вронг.
	
	
	
	
	
	
		
			
			
			
			
			
		
	
	
	
		
	
	
		
	
				
			Возможно вронг.
			
				C++:
			
		
		
		void OneTap::Features::AnimationSystem::TriggerBalanceAdjust(CCSPlayer* player)
{
    if (player->GetAnimationLayers())
    {
        if (player->GetAnimationState())
        {
            if (player->GetAnimationState()->m_flVelocity <= 1.0)
            {
                if (player->GetAnimationState()->m_bOnGround)
                {
                    if (!player->GetAnimationState()->m_bOnLadder && !player->GetAnimationState()->m_bInHitGroundAnimation)
                    {
                        float m_flUpdateTimeDelta = player->GetAnimationState()->m_flUpdateTimeDelta;
                        if (m_flUpdateTimeDelta > 0.0)
                        {
                            float m_flCurrentFeetYaw = player->GetAnimationState()->m_flCurrentFeetYaw;
                            float m_flGoalFeetYaw = player->GetAnimationState()->m_flGoalFeetYaw;
                            float m_flFeetYawDelta = m_flCurrentFeetYaw - m_flGoalFeetYaw;
                            if (m_flGoalFeetYaw < m_flCurrentFeetYaw)
                            {
                                if (m_flFeetYawDelta >= 180.0)
                                    m_flFeetYawDelta = m_flFeetYawDelta - 360.0;
                            }
                            else if (m_flFeetYawDelta <= -180.0)
                            {
                                m_flFeetYawDelta = m_flFeetYawDelta + 360.0;
                            }
                            if ((m_flFeetYawDelta / m_flUpdateTimeDelta) > 120.0)
                            {
                                player->GetAnimationLayers()[3].m_flWeight = 0.0;
                                player->GetAnimationLayers()[3].m_flCycle = 0.0;
                                player->GetAnimationLayers()[3].m_nSequence = player->GetSequenceActivity(ACT_CSGO_IDLE_TURN_BALANCEADJUST);
                            }
                        }
                    }
                }
            }
        }
    }
}