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- for (int enemy = 1; enemy <= var->mClient; enemy++)
- {
- if(!entity)
- auto get_animstate = entity->playeranimstate();
- auto curr_angles = entity->angles();
- auto curr_feet = animstate->m_flCurrentFeetYaw;
- auto max_rotate = entity->body_max_rotate();
- auto entity_speed = entity->m_vecVelocity().Length2D();
- auto delta = find_angles_diff(curr_angles.yaw, curr_feet);
- if (delta <= max_rotate) {
- if (delta < 35.f && delta > -35) {
- if (entity_speed > 0.1f)
- entity->angles().y = entity->lbytarget();
- continue;
- }
- else if (delta > 35.f) {
- if (curr_angles.yaw < 0.f && curr_angles.yaw > -180.f)
- entity->angles().y = clamp_yaw(curr_angles.yaw + delta);
- else if (curr_angles.yaw > 0.f && curr_angles.yaw < 180.f)
- entity->angles().y = clamp_yaw(curr_angles.yaw - delta);
- }
- else if (delta < -35.f) {
- if (curr_angles.yaw < 0.f && curr_angles.yaw > -180.f)
- entity->angles().y = clamp_yaw(curr_angles.yaw - delta);
- else if (curr_angles.yaw > 0.f && curr_angles.yaw < 180.f)
- entity->angles().y = clamp_yaw(curr_angles.yaw + delta);
- }
- }
- }
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