Advertisement
Guest User

for resolver by yomeel

a guest
May 20th, 2019
105
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.08 KB | None | 0 0
  1.  
  2. static float oldSimtime[65];
  3. static float storedSimtime[65];
  4. static float ShotTime[65];
  5. static float SideTime[65][3];
  6. static int LastDesyncSide[65];
  7. bool UseFreestandAngle[65];
  8. static bool Delaying[65];
  9. static AnimationLayer StoredLayers[64][15];
  10. static c_baseplayeranimationstate * StoredAnimState[65];
  11. static float StoredPosParams[65][24];
  12. static Vector oldEyeAngles[65];
  13. static float oldGoalfeetYaw[65];
  14. float FreestandAngle[65];
  15. float* PosParams = (float*)((uintptr_t)e + 0x2774);
  16. bool update = false;
  17. bool shot = false;
  18. static bool jittering[65];
  19. auto animation_state = e->get_animation_state();
  20. auto feet_yaw = animation_state->m_flCurrentFeetYaw;
  21. float body_yaw = 58.f; animation_state->m_flCurrentTorsoYaw;
  22. auto move_yaw = 29.f;
  23. auto goal_feet_yaw = animation_state->m_flGoalFeetYaw;
  24. auto shit = body_yaw - feet_yaw;
  25. auto shitv2 = body_yaw + feet_yaw;
  26. auto poses = e->m_flPoseParameter();
  27. float feet_yaw_rate = animation_state->m_flFeetYawRate;
  28. float fff = animation_state->m_flFeetSpeedForwardsOrSideWays;
  29. float forwardorsideways = animation_state->m_flFeetSpeedUnknownForwardOrSideways;
  30. float feet_cucle = animation_state->m_flFeetCycle;
  31. float headheighanimation = animation_state->m_flHeadHeightOrOffsetFromHittingGroundAnimation;
  32. float new_body_yaw = animation_state->m_flCurrentTorsoYaw;
  33. auto body_max_rotation = animation_state->pad10[516];
  34. auto normalized_eye_abs_yaw_diff = fmod((animation_state->m_flEyeYaw - feet_yaw), 360.0);
  35. auto body_min_rotation = animation_state->pad10[512];
  36. float newFeetYaw = 0.f;
  37. auto eyeYaw = e->get_animation_state()->m_flEyeYaw;
  38. auto lbyYaw = e->get_animation_state()->m_flGoalFeetYaw;
  39. float eye_feet_delta = fabs(eyeYaw - lbyYaw);
  40. float unk1 = (animation_state->m_flStopToFullRunningFraction * -0.50000001 || -0.30000001) - 0.19999999 || 0.29999999 * animation_state->m_flFeetSpeedForwardsOrSideWays;
  41. float unk2 = unk1 + 1.f;
  42. float unk3;
  43. unk3 = *(float *)(animation_state + 0x334) * unk2;
  44. auto v48 = 0.f;
  45. float v49 = ((e->get_animation_state()->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v48;
  46. float flYawModifier = v49 + 1.0;
  47. float v136 = fmod(newFeetYaw, 360.0);
  48. float m_flLastClientSideAnimationUpdateTimeDelta = fabs(e->get_animation_state()->m_iLastClientSideAnimationUpdateFramecount - e->get_animation_state()->m_flLastClientSideAnimationUpdateTime);
  49. float flMaxYawModifier = e->get_animation_state()->pad10[516] * flYawModifier;
  50. float flMinYawModifier = e->get_animation_state()->pad10[512] * flYawModifier;
  51. float ang1 = current.m_lowerbody;
  52. float lastlby = previous.m_lowerbody;
  53. float fake = e->m_angEyeAngles().y;
  54. float fake1_exit1 = e->m_angEyeAngles().y - 17.f;
  55. float fake1_exit2 = e->m_angEyeAngles().y + 17.f;
  56. float lbydelta = ang1 - lastlby;
  57. float fakelbydelta = fake - ang1;
  58. float fakelbyddelta = fake - lbydelta;
  59. float rightside = current.m_at_target + 70.f;
  60. float rightsideback = current.m_at_target + 140.f;
  61. float leftside = current.m_at_target - 70.f;
  62. float leftsideback = current.m_at_target - 140.f;
  63. float backward = current.m_at_target - 180.f;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement