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Исходник Onetap v2 trigger balance adjust

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8 Янв 2020
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Onetap v2 trigger balance adjust

Возможно вронг.

C++:
Expand Collapse Copy
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);
                            }
                        }
                    }
                }
            }
        }
    }
}
 
Onetap v2 trigger balance adjust

Возможно вронг.

C++:
Expand Collapse Copy
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);
                            }
                        }
                    }
                }
            }
        }
    }
}
уже было, да и функа юзлесс, если хочешь хоть что то полезное принести в с своих реверсах, реверси аимбот, самое лучшее что есть в вт в2, все остальное либо в пабе, либо хуйня
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
уже было, да и функа юзлесс, если хочешь хоть что то полезное принести в с своих реверсах, реверси аимбот, самое лучшее что есть в вт в2, все остальное либо в пабе, либо хуйня
так он просто зарепостил код нолика
 
Onetap v2 trigger balance adjust

Возможно вронг.

C++:
Expand Collapse Copy
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);
                            }
                        }
                    }
                }
            }
        }
    }
}
1660192702617.png

3 картинками описал эту тему
 
Onetap v2 trigger balance adjust

Possibly Wrong.

C++:
Expand Collapse Copy
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);
                            }
                        }
                    }
                }
            }
        }
    }
}
wow its amazing thx for that crazy shit!
 
Kek useless code
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Onetap v2 trigger balance adjust

Возможно вронг.

C++:
Expand Collapse Copy
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);
                            }
                        }
                    }
                }
            }
        }
    }
}
может лучше так?

C++:
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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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