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- #1
it only happens when i update animations to sync my real angle but when i only update animations on sendpacket it fixes everything and storing poseparameters and goalfeetyaw on sendpacket is already in there
here is a video of what happens
Код:
void UpdateLocalAnimations(Vector angle) {
autoe = g_LocalPlayer;
if (!e || !e->IsAlive() || !Globals::m_Command)
return;
auto state = e->GetPlayerAnimState();
if(! state)
return;
int i = e->EntIndex();
state->m_iLastClientSideAnimationUpdateFramecount = g_GlobalVars->framecount - 1;
e->UpdateClientSideAnimation();
if (Globals::m_flLastAnimUpdate != Globals::m_flAnimUpdate) {
local_anims.store_animations(state);
Globals::m_flLastAnimUpdate = Globals::m_flAnimUpdate;
}
}
void SetLocalAnimations() {
autoe = g_LocalPlayer;
if (!e || !e->IsAlive())
return;
auto state = e->GetPlayerAnimState();
if(! state)
return;
local_anims.set_animations(state);
e->m_BuildBones(e->m_CachedBoneData().Base(), BONE_USED_BY_ANYTHING, g_GlobalVars->curtime);
}
Код:
class LocalAnimations {
public:
float yaw;
float positions[24];
void store_animations(CCSGOPlayerAnimState* state) {
state->pBaseEntity->GetPoseParameters(poses);
yaw = state->m_flGoalFeetYaw;
}
void set_animations(CCSGOPlayerAnimState* state) {
state->pBaseEntity->set_abs_angles(Vector(0, yaw, 0));
state->pBaseEntity->SetPoseParameters(poses);
}
};
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