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Resolver

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