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- void CCSGOAnimState::SetupVelocity()
- {
- CCSGOAnimState::flCurrentFeetYaw = CCSGOAnimState::flGoalFeetYaw;
- CCSGOAnimState::flCurrentFeetYaw = std::clamp(flCurrentFeetYaw, -360.0f, 360.0f)
- CCSGOAnimState::flGoalFeetYaw = CCSGOAnimState::flCurrentFeetYaw;
- float flEyeYaw = CCSGOAnimState::flEyeYaw;
- float eye_feet_delta = AngleDiff(flEyeYaw, CCSGOAnimState::flGoalFeetYaw);
- float flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);
- float flDuckAmount = CCSGOAnimState::flDuckAmount;
- float flYawModifier = (((CCSGOAnimState::flGroundFraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
- if (flDuckAmount > 0.0)
- {
- float flDuckingSpeed = std::clamp(CCSGOAnimState::flDuckingSpeed, 0.0f, 1.0f);
- flYawModifier = flYawModifier + ((flDuckingSpeed * flDuckAmount) * (0.5f - flYawModifier));
- }
- float flMaxYawModifier = CCSGOAnimState::flMaxDesyncAngle * flYawModifier; // 58.f * flYawModifier
- float flMinYawModifier = CCSGOAnimState::flMinDesyncAngle * flYawModifier; //-58.f * flYawModifier
- if (eye_feet_delta <= flMaxYawModifier)
- {
- if (flMinYawModifier > eye_feet_delta)
- CCSGOAnimState::flGoalFeetYaw = fabs(flMinYawModifier + flEyeYaw);
- }
- else
- {
- CCSGOAnimState::flGoalFeetYaw = flEyeYaw - fabs(flMaxYawModifier);
- }
- NormalizeAngle(CCSGOAnimState::flGoalFeetYaw);
- if (CCSGOAnimState::flSpeed > 0.1f | fabs(CCSGOAnimState::m_flAbsVelocityZ) > 100.0f)
- {
- CCSGOAnimState::m_flGoalFeetYaw = ApproachAngle(
- CCSGOAnimState::m_flEyeYaw,
- CCSGOAnimState::m_flGoalFeetYaw,
- ((CCSGOAnimState::m_flGroundFraction * 20.0f) + 30.0f)
- * m_flLastClientSideAnimationUpdateTimeDelta);
- }
- else
- {
- CCSGOAnimState::m_flGoalFeetYaw = ApproachAngle(
- entity->GetLowerBodyYaw(),
- CCSGOAnimState::m_flGoalFeetYaw,
- CCSGOAnimState::m_flLastClientSideAnimationUpdateTimeDelta * 100.0f);
- }
- //AnimLayer Stuff I dont need
- }
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