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Monolith stand resolver

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Забаненный
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Оффлайн
Регистрация
10 Дек 2022
Сообщения
3
Реакции
8
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
s/o oneshot, sharklaser1, llama, lani, l1ney, platina, ttx, enq, sosison, geomayka and other best guys
C++:
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void c_animation_system::run_standing_resolve( c_lag_record* record, c_lag_record* previous_record/*, int a3*/ ) {
    if ( record->m_resolve_state->m_resolve_mode == e_resolve_types::anim_layers )
        return;

    if ( record->m_balance_adjust && record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence == previous_record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence ) {
        auto act = record->m_player->get_seq_activity( record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence );

       //a3 = ( m_globals( )->m_cur_time ) - g_anim_system->get_expt_time.at( v84  - 1 ) / v89;

        if ( act != 980 ) { // ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING
            auto diff = fabsf( math::angle_diff( previous_record->m_eye_angles.y, record->m_eye_angles.y ) );

            if ( diff >= 5.f && record->m_resolve_state->m_side != e_resolve_sides::left )
                record->m_resolve_state->m_side = e_resolve_sides::left;
            else if ( diff <= -5.f && record->m_resolve_state->m_side != e_resolve_sides::right /*&& !a3*/ ) {
                record->m_resolve_state->m_side = e_resolve_sides::right;
                //record->m_resolve_state.m_velocity_in_processing.length_sqr( ) = a3 - v89;
           }
        }
    }
    else
        find_direction_side( record, previous_record, !record->m_resolve_state->m_is_moving/*, a3*/ );
}
 
Последнее редактирование:
Кусок совершенно бесполезного и непонятно как работающего кода.
 
Ощущение что мне в глаза насрали
 
?
разве не
act == ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING || act == ACT_CSGO_IDLE_TURN_BALANCEADJUST
1670873621312.png
 
Последнее редактирование:
Код:
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        if ( act != 980 ) { // ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING
            auto diff = fabsf( math::angle_diff( previous_record->m_eye_angles.y, record->m_eye_angles.y ) );

            if ( diff >= 5.f && record->m_resolve_state->m_side != e_resolve_sides::left )
                record->m_resolve_state->m_side = e_resolve_sides::left;
            else if ( diff <= -5.f && record->m_resolve_state->m_side != e_resolve_sides::right /*&& !a3*/ ) {
                record->m_resolve_state->m_side = e_resolve_sides::right;
                //record->m_resolve_state.m_velocity_in_processing.length_sqr( ) = a3 - v89;
           }
        }

How can diff be less or equal than -5 when you are returning absolute value?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
s/o oneshot, sharklaser1, llama, lani, l1ney, platina, ttx, enq, sosison, geomayka and other best guys
C++:
Expand Collapse Copy
void c_animation_system::run_standing_resolve( c_lag_record* record, c_lag_record* previous_record/*, int a3*/ ) {
    if ( record->m_resolve_state->m_resolve_mode == e_resolve_types::anim_layers )
        return;

    if ( record->m_balance_adjust && record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence == previous_record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence ) {
        auto act = record->m_player->get_seq_activity( record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence );

       //a3 = ( m_globals( )->m_cur_time ) - g_anim_system->get_expt_time.at( v84  - 1 ) / v89;

        if ( act != 980 ) { // ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING
            auto diff = fabsf( math::angle_diff( previous_record->m_eye_angles.y, record->m_eye_angles.y ) );

            if ( diff >= 5.f && record->m_resolve_state->m_side != e_resolve_sides::left )
                record->m_resolve_state->m_side = e_resolve_sides::left;
            else if ( diff <= -5.f && record->m_resolve_state->m_side != e_resolve_sides::right /*&& !a3*/ ) {
                record->m_resolve_state->m_side = e_resolve_sides::right;
                //record->m_resolve_state.m_velocity_in_processing.length_sqr( ) = a3 - v89;
           }
        }
    }
    else
        find_direction_side( record, previous_record, !record->m_resolve_state->m_is_moving/*, a3*/ );
}
бесполезно, на стенды можно и леер юзать
 
Ощущение то что код писал однорукий человек
 
s/o oneshot, sharklaser1, llama, lani, l1ney, platina, ttx, enq, sosison, geomayka and other best guys
C++:
Expand Collapse Copy
void c_animation_system::run_standing_resolve( c_lag_record* record, c_lag_record* previous_record/*, int a3*/ ) {
    if ( record->m_resolve_state->m_resolve_mode == e_resolve_types::anim_layers )
        return;

    if ( record->m_balance_adjust && record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence == previous_record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence ) {
        auto act = record->m_player->get_seq_activity( record->m_layers.at( e_anim_layers::adjust_balance ).m_sequence );

       //a3 = ( m_globals( )->m_cur_time ) - g_anim_system->get_expt_time.at( v84  - 1 ) / v89;

        if ( act != 980 ) { // ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING
            auto diff = fabsf( math::angle_diff( previous_record->m_eye_angles.y, record->m_eye_angles.y ) );

            if ( diff >= 5.f && record->m_resolve_state->m_side != e_resolve_sides::left )
                record->m_resolve_state->m_side = e_resolve_sides::left;
            else if ( diff <= -5.f && record->m_resolve_state->m_side != e_resolve_sides::right /*&& !a3*/ ) {
                record->m_resolve_state->m_side = e_resolve_sides::right;
                //record->m_resolve_state.m_velocity_in_processing.length_sqr( ) = a3 - v89;
           }
        }
    }
    else
        find_direction_side( record, previous_record, !record->m_resolve_state->m_is_moving/*, a3*/ );
}
xD its not mono resolver
 

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