Вопрос How to detect jitter

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Well how to detect jitter through previous angles? i tried everything and nothing works.
 
C++:
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bool CResolver::IsJittering(C_BasePlayer* player, std::deque<LagRecord_t>& records) {
    if (records.size() < 4)
        return false;

    float last_eye_yaw = player->EyeAngles().y;
    int static_recs = 0;
    int jitter_recs = 0;
    
    for (int i = 1; i < records.size(); i++) {
        auto record = &records[i];
        if (!LagCompensation->ValidRecord(record)) // in defensive
            continue;

        float current_eye_yaw = record->EyeAngles.y;
        Math::AngleDiff(current_eye_yaw, last_eye_yaw) > 25.f ? jitter_recs++ : static_recs++;
        last_eye_yaw = current_eye_yaw;
    }

    return jitter_recs > static_recs;
}

enjoy pasting
 
C++:
Expand Collapse Copy
bool CResolver::IsJittering(C_BasePlayer* player, std::deque<LagRecord_t>& records) {
    if (records.size() < 4)
        return false;

    float last_eye_yaw = player->EyeAngles().y;
    int static_recs = 0;
    int jitter_recs = 0;
   
    for (int i = 1; i < records.size(); i++) {
        auto record = &records[i];
        if (!LagCompensation->ValidRecord(record)) // in defensive
            continue;

        float current_eye_yaw = record->EyeAngles.y;
        Math::AngleDiff(current_eye_yaw, last_eye_yaw) > 25.f ? jitter_recs++ : static_recs++;
        last_eye_yaw = current_eye_yaw;
    }

    return jitter_recs > static_recs;
}

enjoy pasting
so you do have to check for static ticks... thanks!
 
zDrip premium code sir
 
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