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Jul 20th, 2018
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  1.  
  2. float solved = 0.f;
  3.  
  4. if (entity->GetVelocity().Length2D() > 45.f)
  5. {
  6. if (!entity->GetFlags() & FL_ONGROUND)
  7. {
  8. nospread_resolve(entity, entity->GetIndex());
  9. }
  10. else
  11. {
  12. entity->SetEyeAngles(info.lby);
  13. info.last_moving_lby = entity->GetLowerBodyYaw();
  14. info.stored_missed = shots_missed[entity->GetIndex()];
  15. resolve_type[entity->GetIndex()] = 1;
  16. }
  17. }
  18.  
  19. else
  20. {
  21.  
  22.  
  23. if (shots_missed[entity->GetIndex()] > info.stored_missed)
  24. {
  25.  
  26. switch (shots_missed[entity->GetIndex()] % 4)
  27. {
  28. case 0: solved = solved = entity->GetLowerBodyYaw() + 165.f;break;
  29. case 1: solved = solved = entity->GetLowerBodyYaw(); break;
  30. case 2: solved = entity->GetLowerBodyYaw() + 90.f; break;
  31. case 3: solved = entity->GetLowerBodyYaw() - 90.f; break;
  32. }
  33. }
  34. else
  35. {
  36. solved = info.last_lby[entity->GetIndex()];
  37.  
  38. }
  39.  
  40.  
  41. }
  42.  
  43. Vector resolved = Vector(entity->GetEyeAngles().x, solved, 0);
  44. entity->SetEyeAngles(resolved);
  45.  
  46. }
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