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Aug 19th, 2019
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  1. for (int enemy = 1; enemy <= var->mClient; enemy++)
  2.  
  3. {
  4.  
  5. if(!entity)
  6.  
  7. auto get_animstate = entity->playeranimstate();
  8.  
  9. auto curr_angles = entity->angles();
  10.  
  11. auto curr_feet = animstate->m_flCurrentFeetYaw;
  12.  
  13. auto max_rotate = entity->body_max_rotate();
  14.  
  15. auto entity_speed = entity->m_vecVelocity().Length2D();
  16.  
  17. auto delta = find_angles_diff(curr_angles.yaw, curr_feet);
  18.  
  19. if (delta <= max_rotate) {
  20.  
  21. if (delta < 35.f && delta > -35) {
  22.  
  23. if (entity_speed > 0.1f)
  24.  
  25. entity->angles().y = entity->lbytarget();
  26.  
  27. continue;
  28.  
  29. }
  30.  
  31. else if (delta > 35.f) {
  32.  
  33. if (curr_angles.yaw < 0.f && curr_angles.yaw > -180.f)
  34.  
  35. entity->angles().y = clamp_yaw(curr_angles.yaw + delta);
  36.  
  37. else if (curr_angles.yaw > 0.f && curr_angles.yaw < 180.f)
  38.  
  39. entity->angles().y = clamp_yaw(curr_angles.yaw - delta);
  40.  
  41. }
  42.  
  43. else if (delta < -35.f) {
  44.  
  45. if (curr_angles.yaw < 0.f && curr_angles.yaw > -180.f)
  46.  
  47. entity->angles().y = clamp_yaw(curr_angles.yaw - delta);
  48.  
  49. else if (curr_angles.yaw > 0.f && curr_angles.yaw < 180.f)
  50.  
  51. entity->angles().y = clamp_yaw(curr_angles.yaw + delta);
  52.  
  53. }
  54.  
  55. }
  56.  
  57. }
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