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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
void Hooks::hkStandardBlendingRules( ... )
{
if ( pPlayer != nullptr )
{
pPlayer->m_eEffects( ).remove( 8 ); // stop interpolation.
Original( ... );
pPlayer->m_eEffects( ).add( 8 ); // start again interpolation.
}
if ( pPlayer != nullptr && pPlayer->GetAnimationState( ) != nullptr )
{
pPlayer->GetAnimationState( )->m_bInLanding = false;
pPlayer->GetAnimationState( )->m_bOnGround = true;
// ayo thanks eso.
pPlayer->GetAnimationState( )->GetTimeSinceInAir = 0.0f;
}
// we dont call this ( game issue and calling moreeee problems with bones )
{
const auto v184 = interfaces::m_global_vars->m_tick_count;
auto v186 = interfaces::m_global_vars->m_tick_count;
if ( v184 != v186 )
{
// let`s go fix uncorrect bones.
auto v187 = interfaces::m_client_state->get_choked_cmds + 1;
// ayo clamp interp amount.
// hit p.
if ( v187 > 17)
v187 = 17;
v186 = v184 - v187;
}
}
// call setup bones ( so p ).
// and call standard blending rules original.
Original( ... );
{
// yea, is better way.
hook_table( "SetupBones", &Hooks::hkSetupBones );
}
}