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Jul 28th, 2019
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  1. void __stdcall Resolver(int localplayer_1)
  2. {
  3. // [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]
  4.  
  5. animstate = GetAnimState(localplayer_1);
  6. if ( animstate )
  7. { // inlined max_desync_delta
  8. v9 = absolute_mask(COERCE_INT(animstate->last_client_side_animation_update_framecount - animstate->last_client_side_animation_update_time));
  9. speedfraction = 0.0;
  10. if ( animstate->feet_speed_forwards_or_sideways < 0.0 )
  11. speedfraction = 0.0;
  12. else
  13. speedfraction = fminf(LODWORD(animstate->feet_speed_forwards_or_sideways), 0x3F800000);
  14. v2 = (*animstate->pad_0x0120 * -0.30000001 - 0.19999999) * speedfraction;
  15. v18 = v2;
  16. v3 = v2 + 1.0;
  17. v23 = v3;
  18. if ( animstate->duck_amount > 0.0 )
  19. {
  20. v29 = 0.0;
  21. if ( animstate->feet_speed_unknown_forwards_or_sideways < 0.0 )
  22. v29 = 0.0;
  23. else
  24. v29 = fminf(LODWORD(animstate->feet_speed_unknown_forwards_or_sideways), 0x3F800000);
  25. }
  26. GetClientEnt = *(*g_EntityList + 12);
  27. localplayer_index = (*(*g_EngineClient + 48))(g_EngineClient);// GetLocalPlayer
  28. localplayer = GetClientEnt(g_EntityList, localplayer_index);
  29. if ( localplayer )
  30. {
  31. for ( i = 0; i <= *(g_GlobalVars + 24); ++i )
  32. {
  33. GetClientEntity = *(*g_EntityList + 12);
  34. player = GetClientEntity(g_EntityList, i);
  35. if ( player && IsAlive(player) && !(*(*(player + 8) + 36))(player + 8) )// dormant
  36. {
  37. v28 = m_angEyeAngles(player)->y == 0.0 ? -58 : 58;
  38. if ( v28 )
  39. return;
  40. v27 = m_angEyeAngles(player)->y == 0.0 ? -89 : 89;
  41. if ( v27 )
  42. return;
  43. v26 = m_angEyeAngles(player)->y == 0.0 ? -79 : 79;
  44. if ( v26 )
  45. return;
  46. v25 = m_angEyeAngles(player)->y == 0.0 ? -125 : 125;
  47. if ( v25 )
  48. return;
  49. v24 = m_angEyeAngles(player)->y == 0.0 ? -78 : 78;
  50. if ( v24 )
  51. return;
  52. }
  53. }
  54. v8 = 0;
  55. v7 = 0;
  56. for ( a2a = 0; a2a < GetNumAnimLayers(); ++a2a )
  57. {
  58. v32 = GetAnimLayer(localplayer_1, a2a);
  59. if ( v32 && m_nSequence_0(localplayer_1) == 979 && *(v32 + 44) != *(v32 + 28) )
  60. v6 = m_flLowerBodyYawTarget(localplayer_1);
  61. }
  62. v20 = SLOBYTE(animstate->velocity_subtract_z) * v23;
  63. a1 = SLOBYTE(animstate->velocity_subtract_y) * v23;
  64. v30 = 0.0;
  65. eye_angles_y = animstate->eye_angles_y;
  66. goal_feet_yaw = animstate->goal_feet_yaw;
  67. v22 = absolute_mask(COERCE_INT(eye_angles_y - goal_feet_yaw));
  68. if ( v20 < v22 )
  69. {
  70. v11 = absolute_mask(SLODWORD(v20));
  71. v30 = eye_angles_y - v11;
  72. }
  73. else if ( a1 > v22 )
  74. {
  75. v12 = absolute_mask(SLODWORD(a1));
  76. v30 = v12 + eye_angles_y;
  77. }
  78. v36 = std::fmodf(SLODWORD(v30), 360.0);
  79. if ( v36 > 180.0 )
  80. v36 = v36 - 360.0;
  81. if ( v36 < 180.0 )
  82. v36 = v36 + 360.0;
  83. animstate->goal_feet_yaw = v36;
  84. if ( missed_shots[(*(*(localplayer_1 + 8) + 40))(localplayer_1 + 8)] > 2 )
  85. {
  86. v19 = missed_shots[(*(*(localplayer_1 + 8) + 40))(localplayer_1 + 8)] % 4;
  87. switch ( v19 )
  88. {
  89. case 0:
  90. animstate->goal_feet_yaw = animstate->goal_feet_yaw + 45.0;
  91. break;
  92. case 1:
  93. animstate->goal_feet_yaw = animstate->goal_feet_yaw - 45.0;
  94. break;
  95. case 2:
  96. animstate->goal_feet_yaw = animstate->goal_feet_yaw - 30.0;
  97. break;
  98. case 3:
  99. animstate->goal_feet_yaw = animstate->goal_feet_yaw + 30.0;
  100. break;
  101. default:
  102. return;
  103. }
  104. }
  105. }
  106. }
  107. }
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