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Sep 17th, 2019
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  1. void __usercall YawResolver(double a1@<st0>, C_LagRecord * v1) {
  2. // [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]
  3.  
  4. v3 = GetResolverData();
  5. v4 = GetResolverEntry(v3, v1->EntIndex);
  6. v5 = v4;
  7. v6 = v4;
  8. v7 = * (v4 + 896);
  9. penultimateLagRecord = 0;
  10. LODWORD(v138) = v5;
  11. if (v7 < 2)
  12. {
  13. prev_data = 0;
  14. }
  15. else
  16. {
  17. v9 = * (v5 + 880);
  18. v10 = * (v5 + 892);
  19. v11 = *****v9;
  20. v12 = * (v11 + 8) - 1;
  21. v13 = v7 == 2;
  22. v14 = * (v11 + 4);
  23. v15 = * (v14 + 4 * (v12 & (v10 + 1)));
  24. if (v13)
  25. {
  26. prev_data = * (v14 + 4 * (v12 & (v10 + 1)));
  27. penultimateLagRecord = 0;
  28. }
  29. else
  30. {
  31. v17 = (v10 + 2) & v12;
  32. prev_data = v15;
  33. penultimateLagRecord = * (v14 + 4 * v17);
  34. }
  35. }
  36. v18 = v6 + 9920;
  37. speed_2d = (v1->m_vecVelocity.z * v1->m_vecVelocity.z) +
  38. ((v1->m_vecVelocity.y * v1->m_vecVelocity.y) + (v1->m_vecVelocity.x * v1->m_vecVelocity.x));
  39. if (fsqrt(speed_2d) > 0.1 || fsqrt(speed_2d) == 0.1)
  40. v18 = v6 + 9940;
  41.  
  42. if (v1->m_AnimOverlays[ 13 ].m_flWeight + 14.25092419f > 0.54 || v1->m_bHasDefuser)
  43. {
  44. if (v1->m_AnimOverlays[ 3 ].m_flCycle > 0.12)
  45. {
  46. if (v1->m_AnimOverlays[ 13 ].m_flCycle > 0.43)
  47. {
  48. v1->yawResolver = v1->m_angEyeAngles.y; //no fake angles
  49. v1->resolverIndex = 0;
  50. return;
  51. }
  52. }
  53. }
  54.  
  55. if (v1->m_AnimOverlays[7].m_nOrder == prevLagv1->m_AnimOverlays[ 7 ].m_nOrder) // slow walk detect
  56. {
  57. if (v1->m_AnimOverlays[ 7 ].m_flCycle > 0.5 f)
  58. {
  59. v1->yawResolver = Math::AngleNormalize( prevLagv1->m_flLowerBodyYawTarget ) + v1->max_desync_delta;
  60. v1->resolverIndex = 1;
  61. return;
  62. }
  63. else //the speed is too high for the desyncing angles
  64. v1->yawResolver = v1->m_angEyeAngles.y;
  65.  
  66. v1->resolverIndex = 4;
  67. return;
  68. }
  69.  
  70. if (v1->GetActiveSequence(v1->m_AnimOverlays[3]->m_iSequence) == 979 &&
  71. abs(prevLagv1->m_AnimOverlays[ 3 ].m_flWeight - v1->m_AnimOverlays[ 7 ].m_flWeight) >= 1.1f) // fix desync with lby breaker (polak it's you.)
  72. {
  73. v1->yawResolver = Math::AngleNormalize( prevLagv1->m_flLowerBodyYawTarget );
  74. v1->resolverIndex = 5;
  75. return;
  76. }
  77.  
  78. if (prevLagRecord)
  79. {
  80. if (abs(v1->m_AnimOverlays[7].m_flWeight + -10.0429 ) < 0.0020000001 &&
  81. abs(prevLagv1->m_AnimOverlays[7].m_flWeight + -2.6812999) < 0.0020000001)
  82. {
  83. v24 = v1->m_angEyeAngles.y;
  84. lby_delta = Math::AngleNormalize(v1->m_flLowerBodyYawTarget - v24);
  85. if (reminderf(lby_delta) > -v1->max_desync_delta)
  86. {
  87. v24 = Math::AngleNormalize(v24 + -v1->max_desync_delta);
  88. v1->yawResolver = v24;
  89. v1->resolverIndex = 2;
  90. return;
  91. }
  92. }
  93.  
  94. if (penultimateLagRecord &&
  95. abs(v1->m_AnimOverlays[7].m_flWeight + -2.6812999) < 0.0020000001 &&
  96. abs(prevLagv1->m_AnimOverlays[7].m_flWeight + -2.6812999) < 0.0020000001 &&
  97. abs(penultimateLagv1->m_AnimOverlays[7].m_flWeight + -2.6812999) < 0.0020000001)
  98. {
  99. v36 = Math::AngleNormalize(v1->m_flLowerBodyYawTarget - v1->m_angEyeAngles.y);
  100. v42 = Math::AngleNormalize(prevLagv1->m_flLowerBodyYawTarget - prevLagv1->m_angEyeAngles.y);
  101. if (reminderf(v36 - v42) < -50.0 f)
  102. {
  103. v1->yawResolver = Math::AngleNormalize(v1->m_angEyeAngles.y + -v1->max_desync_delta);
  104. v1->resolverIndex = 3;
  105. return;
  106. }
  107. }
  108. }
  109. else // player abusing tickbase
  110. {
  111. v1->m_nTickBase = (g_Globals->interval_per_tick * g_Globals->frametime) + sub_10476539(v1->m_flSimulationTime); //Fixing player tickbase
  112. AnimationFix::UpdateAnimations(v1);
  113. v1->resolverIndex = 6;
  114. return; // skip this tick
  115. }
  116. }
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