Исходник Onetap v4 set player angles

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Onetap v4 set player angles.

Возможно вронг.

C++:
void C_AnimationSystem::StoreInformation(C_BasePlayer* m_pEntity, C_AnimationData* m_pData)
{
    m_pData->m_fFlags = m_pEntity->m_fFlags();
    m_pData->m_angEyeAngles = m_pEntity->m_angEyeAngles();
    m_pData->m_flDuckAmount = m_pEntity->m_flDuckAmount();
    m_pData->m_flLowerBodyYaw = m_pEntity->m_flLowerBodyYawTarget();
    m_pData->m_flFeetCycle = m_pEntity->GetAnimationState()->m_flFeetCycle;
    m_pData->m_flFeetYawRate = m_pEntity->GetAnimationState()->m_flFeetYawRate;
}

void C_AnimationSystem::RestoreInformation(C_BasePlayer* m_pEntity, C_AnimationData* m_pData)
{
    m_pEntity->m_fFlags() = m_pData->m_fFlags;
    m_pEntity->m_angEyeAngles() = m_pData->m_angEyeAngles;
    m_pEntity->m_flDuckAmount() = m_pData->m_flDuckAmount;
    m_pEntity->m_flLowerBodyYawTarget() = m_pData->m_flLowerBodyYaw;
    m_pEntity->GetAnimationState()->m_flFeetCycle = m_pData->m_flFeetCycle;
    m_pEntity->GetAnimationState()->m_flFeetYawRate = m_pData->m_flFeetYawRate;
}

void C_AnimationSystem::StoreGlobalVars(int m_iEntityIndex)
{
    m_flRealtime[m_iEntityIndex] = g_pGlobalVars->m_flRealtime;
    m_flCurtime[m_iEntityIndex] = g_pGlobalVars->m_flCurtime;
    m_flFrametime[m_iEntityIndex] = g_pGlobalVars->m_flFrametime;
    m_flAbsFrametime[m_iEntityIndex] = g_pGlobalVars->m_flAbsFrametime;
    m_iFramecount[m_iEntityIndex] = g_pGlobalVars->m_iFramecount;
    m_iTickcount[m_iEntityIndex] = g_pGlobalVars->m_iTickcount;
    m_flInterpolation[m_iEntityIndex] = g_pGlobalVars->m_flInterpolation;
}

void C_AnimationSystem::RestoreGlobalVars(int m_iEntityIndex)
{
    g_pGlobalVars->m_flRealtime = m_flRealtime[m_iEntityIndex];
    g_pGlobalVars->m_flCurtime = m_flCurtime[m_iEntityIndex];
    g_pGlobalVars->m_flFrametime = m_flFrametime[m_iEntityIndex];
    g_pGlobalVars->m_flAbsFrametime = m_flAbsFrametime[m_iEntityIndex];
    g_pGlobalVars->m_iFramecount = m_iFramecount[m_iEntityIndex];
    g_pGlobalVars->m_iTickcount = m_iTickcount[m_iEntityIndex];
    g_pGlobalVars->m_flInterpolation = m_flInterpolation[m_iEntityIndex];
}

bool C_AnimationSystem::GenerateMatrix(C_BasePlayer* m_pEntity, matrix3x4_t* m_pMatrix, float m_flTime)
{
    float m_flRealtime = g_pGlobalVars->m_flRealtime;
    float m_flCurtime = g_pGlobalVars->m_flCurtime;
    float m_flFrametime = g_pGlobalVars->m_flFrametime;
    float m_flAbsFrametime = g_pGlobalVars->m_flAbsFrametime;
    int m_iFramecount = g_pGlobalVars->m_iFramecount;
    int m_iTickcount = g_pGlobalVars->m_iTickcount;

    g_pGlobalVars->m_flRealtime = m_flTime;
    g_pGlobalVars->m_flCurtime = m_flTime;
    g_pGlobalVars->m_flFrametime = g_pGlobalVars->m_flIntervalPerTick;
    g_pGlobalVars->m_flAbsFrametime = g_pGlobalVars->m_flIntervalPerTick;
    g_pGlobalVars->m_iFramecount = TIME_TO_TICKS(m_flTime);
    g_pGlobalVars->m_iTickcount = TIME_TO_TICKS(m_flTime);

    int m_iBackupEffects = m_pEntity->m_iEffects();
    m_pEntity->m_iEffects() |= EF_NOINTERP;

    bool m_bSetup = m_pEntity->SetupBones(m_pMatrix, MAXSTUDIOBONES, 0x7FF00, m_flTime);

    m_pEntity->m_iEffects() = m_iBackupEffects;

    g_pGlobalVars->m_flRealtime = m_flRealtime;
    g_pGlobalVars->m_flCurtime = m_flCurtime;
    g_pGlobalVars->m_flFrametime = m_flFrametime;
    g_pGlobalVars->m_flAbsFrametime = m_flAbsFrametime;
    g_pGlobalVars->m_iFramecount = m_iFramecount;
    g_pGlobalVars->m_iTickcount = m_iTickcount;

    return m_bSetup;
}

void C_AnimationSystem::UpdateAnimations(C_BasePlayer* m_pEntity, float m_flSimulationTime)
{
    if (!m_pEntity || m_flSimulationTime == 0.0)
        return;

    StoreGlobalVars(m_pEntity->m_iEntityIndex());

    g_pGlobalVars->m_flRealtime = m_flSimulationTime;
    g_pGlobalVars->m_flCurtime = m_flSimulationTime;
    g_pGlobalVars->m_flFrametime = g_pGlobalVars->m_flIntervalPerTick;
    g_pGlobalVars->m_flAbsFrametime = g_pGlobalVars->m_flIntervalPerTick;
    g_pGlobalVars->m_iFramecount = TIME_TO_TICKS(m_flSimulationTime);
    g_pGlobalVars->m_iTickcount = TIME_TO_TICKS(m_flSimulationTime);
    g_pGlobalVars->m_flInterpolation = 0.0;

    m_pEntity->m_bClientSideAnimation() = true;
    m_pEntity->UpdateClientSideAnimation();
    m_pEntity->m_bClientSideAnimation() = false;

    RestoreGlobalVars(m_pEntity->m_iEntityIndex());
}

void C_AnimationSystem::SetAngles(C_BasePlayer* m_pEntity, C_LagRecord* pRecord, C_LagRecord* pPreviousRecord, int iRotationSide, float flAngle)
{
    C_AnimationData data;
    StoreInformation(m_pEntity, &data);

    m_pEntity->SetAbsOrigin(m_pEntity->m_vecOrigin());

    if (!pPreviousRecord || pPreviousRecord->m_bDormant)
        std::mempcy(m_pEntity->GetAnimationLayers(), pRecord->m_aServerLayers, sizeof(CAnimationLayer) * 13);
    else if (!pRecord)
        std::mempcy(m_pEntity->GetAnimationLayers(), pPreviousRecord->m_aServerLayers, sizeof(CAnimationLayer) * 13);

    if (pPreviousRecord->m_bDormant && pRecord->m_fFlags & FL_ONGROUND)
    {
        m_pEntity->GetAnimationState()->m_bOnGround = true;
        m_pEntity->GetAnimationState()->m_bInHitGroundAnimation = false;
    }

    if (pRecord->m_iChokedTicks == 1)
    {
        float m_flPlayerAngle = 0.0;

        if (iRotationSide)
        {
            if (!pPreviousRecord || pPreviousRecord->m_bDormant)
            {
                if (iRotationSide <= 0)
                    m_flPlayerAngle = pRecord->m_angEyeAngles.yaw - 60.0;
                else
                    m_flPlayerAngle = pRecord->m_angEyeAngles.yaw + 60.0;
            }
            else
            {
                if (iRotationSide <= 0)
                    m_flPlayerAngle = pPreviousRecord->m_flRightAngle;
                else
                    m_flPlayerAngle = pPreviousRecord->m_flLeftAngle;
            }
        }
        else
        {
            if (flAngle)
                m_flPlayerAngle = flAngle;
        }

        Math::NormalizeAngle(m_flPlayerAngle);
        m_pEntity->GetAnimationState()->m_flGoalFeetYaw = m_flPlayerAngle;
    }
    else
    {
        float m_flLowerBodyYaw = pRecord->m_flLowerBodyYaw;
        Math::NormalizeAngle(m_flLowerBodyYaw);

        bool m_bDeltaInRange = abs(m_flLowerBodyYaw) < 1.0;

        if (pRecord->m_iChokedTicks > 0)
        {
            int m_nIterator = 1;
            int m_nSukaSuka = 1;

            while (true)
            {
                float m_flPreviousLBY = pRecord->m_flLowerBodyYawBackup;
                float m_flCurrentLBY = pRecord->m_flLowerBodyYaw;

                if (m_flPreviousLBY != m_flCurrentLBY)
                {
                    bool m_bShouldUseOldLBY = false;
                    int m_nTicksDelta = pRecord->m_iChokedTicks - m_nIterator;

                    if (m_bDeltaInRange)
                        m_bShouldUseOldLBY = m_nTicksDelta == 0;
                    else
                        m_bShouldUseOldLBY = m_nTicksDelta < 2;

                    if (!m_bShouldUseOldLBY)
                        m_flCurrentLBY = m_flPreviousLBY;

                    m_pEntity->m_flLowerBodyYawTarget() = m_flCurrentLBY;
                }

                if (pRecord->m_bSimulatedOnGround)
                    m_pEntity->m_fFlags() |= FL_ONGROUND;
                else
                    m_pEntity->m_fFlags() &= ~FL_ONGROUND;

                if (m_nSukaSuka < pRecord->m_iChokedTicks)
                {
                    float m_flPlayerAngle = 0.0;

                    if (iRotationSide)
                    {
                        if (iRotationSide <= 0)
                            m_flPlayerAngle = pRecord->m_angEyeAngles.yaw - 60.0;
                        else
                            m_flPlayerAngle = pRecord->m_angEyeAngles.yaw + 60.0;

                        Math::NormalizeAngle(m_flPlayerAngle);
                    }
                    else
                    {
                        if (flAngle)
                            m_flPlayerAngle = flAngle;
                    }

                    m_pEntity->GetAnimationState()->m_flGoalFeetYaw = m_flPlayerAngle;
                }

                pRecord->m_bForceVelocity = true;
                pRecord->m_vecUpdatedVelocity = pRecord->m_vecSimulatedVelocity;

                m_pEntity->m_flDuckAmount() = pRecord->m_flDuckAmount;
                m_pEntity->m_angEyeAngles() = pRecord->m_angEyeAngles;
                UpdateAnimations(m_pEntity, pRecord->m_flSimulationTime);

                pRecord->m_bForceVelocity = false;

                if (m_nIterator >= pRecord->m_iChokedTicks)
                    break;
            }
        }
    }

    RestoreInformation(m_pEntity, &data);
    m_pEntity->InvalidatePhysicsRecursive(ANIMATION_CHANGED);
}
 
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onetap.su technology
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Забаненный
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26 Апр 2021
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18
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0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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