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- 2 Дек 2017
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Это самый топ, ты просто не шаришь :tonguewink:я сосал меня ебали...
Код:void c_player_resolver::resolve(player_t* p_entity) { if (g_ctx.m_globals.missed_shots[p_entity->EntIndex()] > 3) { for (int i = 1; i < g_csgo.m_globals()->m_maxclients; i++) { if (p_entity && !p_entity->IsDormant()) { auto feet_yaw = p_entity->get_animation_state()->m_flCurrentFeetYaw; auto body_max_rotation = p_entity->get_animation_state()->pad10[516]; if (feet_yaw <= 58) { if (-58 > feet_yaw) p_entity->m_angEyeAngles().y = body_max_rotation + p_entity->m_angEyeAngles().y; } else { p_entity->m_angEyeAngles().y = body_max_rotation - p_entity->m_angEyeAngles().y; } if (p_entity->get_animlayers()->m_flPlaybackRate > 0.1) { for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f) { p_entity->m_angEyeAngles().y = resolve_delta; } } } } } else if (g_ctx.m_globals.missed_shots[p_entity->EntIndex()] < 3) { for (int i = 1; i <= 65; i++) { int angle1[64]; int angle2[64]; int angle3[64]; static float old_simtime[65]; if (g_ctx.send_packet) angle1[i] = p_entity->m_angEyeAngles().y; else angle2[i] = p_entity->m_angEyeAngles().y; if (angle1[i] != angle2[i]) using_fake_angles[p_entity->EntIndex()] = true; else using_fake_angles[p_entity->EntIndex()] = false; if (using_fake_angles[p_entity->EntIndex()]) { if (math::angle_distance(angle1[i], angle2[i]) < 59) { resolve_type[i] = 0; p_entity->m_angEyeAngles().y = p_entity->m_flLBYUpdateTime() - math::angle_distance(angle1[i], angle2[i]); } } } } }
