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Aug 15th, 2019
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  1.  
  2. void resolver_setup::fatality(IClientEntity * localplayer, IClientEntity * enemy)
  3. {
  4.  
  5.  
  6. auto animstate = localplayer->GetBasePlayerAnimState();
  7. if (animstate)
  8. { // inlined max_desync_delta
  9. float v9 = fabs(animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime);
  10. float speedfraction = 0.0;
  11. if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0)
  12. speedfraction = 0.0;
  13. else
  14. speedfraction = animstate->m_flFeetSpeedForwardsOrSideWays;
  15.  
  16. float v2 = (animstate->m_flStopToFullRunningFraction * -0.30000001 - 0.19999999) * speedfraction;
  17. float v18 = v2;
  18. float v3 = v2 + 1.0;
  19. float v23 = v3;
  20. if (animstate->m_fDuckAmount > 0.0)
  21. {
  22. float v29 = 0.0;
  23. if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0)
  24. v29 = 0.0;
  25. else
  26. v29 = fminf((animstate->m_flFeetSpeedUnknownForwardOrSideways), 0x3F800000);
  27. }
  28.  
  29. if (localplayer)
  30. {
  31. for (int i = 1; i < interfaces::engine->GetMaxClients(); ++i)
  32. {
  33. if (enemy)// dormant
  34. {
  35. float v28 = enemy->GetEyeAnglesXY()->y == 0.0 ? -58 : 58;
  36. if (v28)
  37. return;
  38. float v27 = enemy->GetEyeAnglesXY()->y == 0.0 ? -89 : 89;
  39. if (v27)
  40. return;
  41. float v26 = enemy->GetEyeAnglesXY()->y == 0.0 ? -79 : 79;
  42. if (v26)
  43. return;
  44. float v25 = enemy->GetEyeAnglesXY()->y == 0.0 ? -125 : 125;
  45. if (v25)
  46. return;
  47. float v24 = enemy->GetEyeAnglesXY()->y == 0.0 ? -78 : 78;
  48. if (v24)
  49. return;
  50. }
  51. }
  52. float v8 = 0;
  53. float v7 = 0;
  54. float v6 = 0;
  55. for (size_t i = 0; i < enemy->GetNumAnimOverlays(); i++)
  56. {
  57. auto layer = enemy->get_anim_overlay_index(i);
  58. if (!layer)
  59. continue;
  60.  
  61. if (enemy->get_sequence_act(layer->m_nSequence) == 979 && (layer->m_flPrevCycle) != (layer->m_flCycle))
  62. v6 = enemy->GetLowerBodyYaw();
  63. }
  64. float v20 = (animstate->velocity_subtract_z) * v23;
  65. float a1 = (animstate->velocity_subtract_y) * v23;
  66. float v30 = 0.0;
  67. float eye_angles_y = animstate->m_flEyeYaw;
  68. float goal_feet_yaw = animstate->goal_feet_yaw;
  69. float v22 = fabs(eye_angles_y - goal_feet_yaw);
  70. if (v20 < v22)
  71. {
  72. float v11 = fabs(v20);
  73. v30 = eye_angles_y - v11;
  74. }
  75. else if (a1 > v22)
  76. {
  77. float v12 = fabs(a1);
  78. v30 = v12 + eye_angles_y;
  79. }
  80. float v36 = std::fmodf((v30), 360.0);
  81. if (v36 > 180.0)
  82. v36 = v36 - 360.0;
  83. if (v36 < 180.0)
  84. v36 = v36 + 360.0;
  85. animstate->goal_feet_yaw = v36;
  86. if (Globals::missedshots[enemy->GetIndex()] > 2)
  87. {
  88. int v19 = Globals::missedshots[enemy->GetIndex()] % 4;
  89. switch (v19)
  90. {
  91. case 0:
  92. animstate->goal_feet_yaw = animstate->goal_feet_yaw + 45.0;
  93. break;
  94. case 1:
  95. animstate->goal_feet_yaw = animstate->goal_feet_yaw - 45.0;
  96. break;
  97. case 2:
  98. animstate->goal_feet_yaw = animstate->goal_feet_yaw - 30.0;
  99. break;
  100. case 3:
  101. animstate->goal_feet_yaw = animstate->goal_feet_yaw + 30.0;
  102. break;
  103. default:
  104. return;
  105. }
  106. }
  107. }
  108. }
  109. }
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