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I am currently comparing playbackrate deltas to get a side and bruting moveyaw when moving and aimyawmax when standing. I still manage to miss people. Maybe i am doing something wrong. If yall can drop some pseudos or example code that would be nice
In fact, the problem may lie not only in the resolver itself. For this type of resolver to work correctly, you need to have a correct update of the player's animation, as well as rotation simulations. For me, the seemingly crude checks that one delta is larger than the other work perfectly.
In fact, the problem may lie not only in the resolver itself. For this type of resolver to work correctly, you need to have a correct update of the player's animation, as well as rotation simulations. For me, the seemingly crude checks that one delta is larger than the other work perfectly.
I am currently comparing playbackrate deltas to get a side and bruting moveyaw when moving and aimyawmax when standing. I still manage to miss people. Maybe i am doing something wrong. If yall can drop some pseudos or example code that would be nice
This fix does not cover all cases of player movement. It should also be noted that in addition to synchronizing velo, you need to compensate lags and activity for such cases.
This fix does not cover all cases of player movement. It should also be noted that in addition to synchronizing velo, you need to compensate lags and activity for such cases.
lags are compensated very easy, u just need to animate each choked tick, then u can got a simulated choked tick, set flCurtime / flFrametime data and then u are update animations and restore this data
upd:
example how to do
1.) Interpolate all entities manually.
2.) Call InvalidateBoneCaches().
3.) Call ProcessOnDataChangedEvents().
4.) Simulate entities manually.
5.) Call ThreadedBoneSetup().