if (Globals::MissedShots[pEnt->EntIndex()] > 2) {
switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
case 0: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 60; break;
case 1: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 60; break;
case 2: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 60; break;
case 3: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 60; break;
}
pEnt->UpdateClientAnimation();
auto old_curtime = g_pGlobalVars->curtime;
auto old_frametime = g_pGlobalVars->frametime;
auto curtime = g_pGlobalVars->curtime;
auto frametime = g_pGlobalVars->frametime;
auto frametimne = (g_pGlobalVars->frametime);
auto absoluteframtime = (g_pGlobalVars->absoluteframetime);
auto interp_amount = (g_pGlobalVars->interpolationAmount);
auto framecount = g_pGlobalVars->framecount;
auto tickcount = g_pGlobalVars->tickcount;
g_pGlobalVars->realtime = pEnt->GetSimulationTime();
g_pGlobalVars->curtime = pEnt->GetSimulationTime();
g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
g_pGlobalVars->absoluteframetime = g_pGlobalVars->intervalPerTick;
g_pGlobalVars->framecount = pEnt->GetSimulationTime();
g_pGlobalVars->tickcount = pEnt->GetSimulationTime();
g_pGlobalVars->interpolationAmount = 0.0f;
g_pGlobalVars->curtime = pEnt->GetSimulationTime();
g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
player_animation_state->m_iLastClientSideAnimationUpdateFramecount >= pEnt->GetSimulationTime();
player_animation_state->m_iLastClientSideAnimationUpdateFramecount = pEnt->GetSimulationTime() - 1;
pEnt->UpdateClientAnimation();
Что это нахуй такое, пиздец, блять, мне сейчас плохо станет