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Jul 15th, 2019
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  1. void CResolver::testing_shit(SDK::CBaseEntity* entity) {
  2.  
  3. auto local_player = INTERFACES::ClientEntityList->GetClientEntity(INTERFACES::Engine->GetLocalPlayer());
  4. if (!local_player)
  5. return;
  6.  
  7. int i = entity->GetIndex();
  8. GLOBAL::resolver_mode = "none";
  9. static float MoveReal[65], FakeWalkandslowwalkingfix[65];
  10. auto animation_state = entity->GetAnimState();
  11. auto animstate = uintptr_t(local_player->GetAnimState());
  12. float duckammount = *(float*)(animstate + 0xA4);
  13. float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));
  14. float speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));
  15. float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
  16. float unk2 = unk1 + 1.f;
  17. float unk3;
  18. if (duckammount > 0) {
  19. unk2 += ((duckammount * speedfactor) * (0.5f - unk2));
  20. }
  21. unk3 = *(float*)(animstate + 0x334) * unk2;
  22.  
  23.  
  24. if (duckammount > 0)
  25. {
  26. unk2 += ((duckammount * speedfactor) * (0.5f - unk2));
  27. }
  28. unk3 = *(float *)(animation_state + 0x334) * unk2;
  29.  
  30. auto feet_yaw = animation_state->m_flCurrentFeetYaw;
  31. float body_yaw = 58.f;animation_state->m_flCurrentTorsoYaw;
  32. auto move_yaw = 58.f;
  33. auto goal_feet_yaw = animation_state->m_flGoalFeetYaw;
  34. auto shit = body_yaw - feet_yaw;
  35. auto shitv2 = body_yaw + feet_yaw;
  36.  
  37. auto poses = entity->GetPoseParamaters();
  38. float feet_yaw_rate = animation_state->m_flFeetYawRate;
  39. float fff = animation_state->m_flFeetSpeedForwardsOrSideWays;
  40. float forwardorsideways = animation_state->m_flFeetSpeedUnknownForwardOrSideways;
  41. float feet_cucle = animation_state->m_flFeetCycle;
  42. float headheighanimation = animation_state->m_flHeadHeightOrOffsetFromHittingGroundAnimation;
  43. float new_body_yaw = animation_state->m_flCurrentTorsoYaw;
  44. auto body_max_rotation = animation_state->pad10[416];
  45. auto normalized_eye_abs_yaw_diff = fmod((animation_state->m_flEyeYaw - feet_yaw), 360.0);
  46. auto body_min_rotation = animation_state->pad10[412];
  47. if (entity->GetVelocity().Length2D() < 35.f)
  48. {
  49. if (move_yaw)
  50. {
  51. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw + move_yaw + feet_yaw * 32.f && feet_yaw + feet_yaw_rate / 32.f;
  52. }
  53. else
  54. {
  55. if (feet_yaw && move_yaw)
  56. {
  57. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw + feet_yaw + feet_yaw_rate * -32.f && goal_feet_yaw + feet_yaw / 32.f;
  58. }
  59. }
  60. }
  61. else
  62. {
  63. if (entity->GetVelocity().Length2D() > 0 && entity->GetFlags() & FL_ONGROUND)
  64. {
  65. if (normalized_eye_abs_yaw_diff > 0 || normalized_eye_abs_yaw_diff == 0)
  66. {
  67. body_min_rotation / feet_yaw / 32.f;
  68. }
  69. else
  70. {
  71. body_max_rotation / feet_yaw / -32.f;
  72. }
  73. if (new_body_yaw == 58.f)
  74. {
  75. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - body_yaw * -58.f + goal_feet_yaw + feet_yaw_rate + feet_yaw / 32.f;
  76. }
  77. else if (new_body_yaw >= -58.f && new_body_yaw == body_yaw)
  78. {
  79. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - new_body_yaw / 45.f || 58.f && goal_feet_yaw - feet_yaw * 32.f;
  80. }
  81. else if (new_body_yaw <= 58.f)
  82. {
  83. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - body_yaw * 58.f + feet_yaw / -32.f && goal_feet_yaw * 32.f;
  84. }
  85. else if (new_body_yaw == 58.f && new_body_yaw <= 58.f)
  86. {
  87. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - goal_feet_yaw / 29.f + feet_yaw * -32.f && new_body_yaw * 58.f - body_yaw / -58.f;
  88. }
  89. else if (new_body_yaw >= -58.f && body_yaw == 58.f)
  90. {
  91. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - new_body_yaw * 58.f - feet_yaw * -32.f && goal_feet_yaw - 32.f && feet_yaw / -32.f;
  92. }
  93. }
  94. if (is_slow_walking(entity))
  95. {
  96. GLOBAL::resolver_mode = "slowwalk";
  97. if (normalized_eye_abs_yaw_diff > 0 || normalized_eye_abs_yaw_diff == 0)
  98. {
  99. body_min_rotation / move_yaw / -58.f;
  100. }
  101. else
  102. {
  103. body_max_rotation / move_yaw / 58.f;
  104. }
  105. if (goal_feet_yaw <= -29.f && feet_yaw >= -29.f)
  106. {
  107. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - move_yaw / 58.f + feet_yaw - goal_feet_yaw * 29.f;
  108. }
  109. else if (feet_yaw >= 29.f && feet_yaw_rate <= 29.f)
  110. {
  111. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw + move_yaw + 58.f - feet_yaw + feet_yaw_rate / 29.f;
  112. }
  113. else if (goal_feet_yaw >= -29.f)
  114. {
  115. animation_state->m_flEyeYaw = animation_state->m_flEyeYaw - move_yaw / 58.f + feet_yaw_rate - feet_cucle + 29.f && goal_feet_yaw * 29.f;
  116. }
  117. resolver->enemy_fakewalk = true;
  118. }
  119. else
  120. resolver->enemy_fakewalk = false;
  121. }
  122. bool IsMoving = entity->GetVelocity().Length2D() > 36;
  123. bool SlowMo = entity->GetVelocity().Length2D() < 35;
  124. bool IsDucking = entity->GetFlags() & FL_DUCKING;
  125.  
  126. auto lowerbody = entity->GetLowerBodyYaw();
  127.  
  128. auto animationstate = entity->GetAnimState();
  129.  
  130. for (int i = 1; i < INTERFACES::Globals->maxclients; i++)
  131. {
  132. auto p_entity = INTERFACES::ClientEntityList->GetClientEntity(i);
  133. if (p_entity && !p_entity->GetIsDormant())
  134. {
  135.  
  136. if (feet_yaw <= 58)
  137. {
  138. if (-58 > feet_yaw)
  139. lowerbody = body_max_rotation + p_entity->GetLowerBodyYaw();
  140. resolve_type[entity->GetIndex()] = 3; //desync
  141. }
  142. else
  143. {
  144. lowerbody = body_max_rotation - p_entity->GetLowerBodyYaw();
  145. }
  146. if (p_entity->GetAnimOverlays()->m_flPlaybackRate > 0.1)
  147. {
  148. for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 29.f)
  149. {
  150. lowerbody = resolve_delta;
  151. GLOBAL::resolver_mode = "desync (brute)";
  152. }
  153. }
  154. }
  155. }
  156. }
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