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Sep 16th, 2019
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  1.  
  2. void __stdcall Resolver(int localplayer_1)
  3. {
  4. // [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]
  5.  
  6. animstate = GetAnimState(localplayer_1);
  7. if ( animstate )
  8. { // inlined max_desync_delta
  9. v9 = absolute_mask(COERCE_INT(animstate->last_client_side_animation_update_framecount - animstate->last_client_side_animation_update_time));
  10. speedfraction = 0.0;
  11. if ( animstate->feet_speed_forwards_or_sideways < 0.0 )
  12. speedfraction = 0.0;
  13. else
  14. speedfraction = fminf(LODWORD(animstate->feet_speed_forwards_or_sideways), 0x3F800000);
  15. v2 = (*animstate->pad_0x0120 * -0.30000001 - 0.19999999) * speedfraction;
  16. //end of max desync delta
  17. v18 = v2;
  18. v3 = v2 + 1.0;
  19. v23 = v3;
  20. if ( animstate->duck_amount > 0.0 )
  21. {
  22. v29 = 0.0;
  23. if ( animstate->feet_speed_unknown_forwards_or_sideways < 0.0 )
  24. v29 = 0.0;
  25. else
  26. v29 = fminf(LODWORD(animstate->feet_speed_unknown_forwards_or_sideways), 0x3F800000);
  27. }
  28. GetClientEnt = *(*g_EntityList + 12); //entity
  29. localplayer_index = (*(*g_EngineClient + 48))(g_EngineClient);// GetLocalPlayer
  30. localplayer = GetClientEnt(g_EntityList, localplayer_index);
  31. if ( localplayer )
  32. {
  33. for ( i = 0; i <= *(g_GlobalVars + 24); ++i )
  34. {
  35. GetClientEntity = *(*g_EntityList + 12);
  36. player = GetClientEntity(g_EntityList, i);
  37. if ( player && IsAlive(player) && !(*(*(player + 8) + 36))(player + 8) )// dormant
  38. {
  39. v28 = m_angEyeAngles(player)->y == 0.0 ? -58 : 58;
  40. if ( v28 )
  41. return;
  42. v27 = m_angEyeAngles(player)->y == 0.0 ? -89 : 89;
  43. if ( v27 )
  44. return;
  45. v26 = m_angEyeAngles(player)->y == 0.0 ? -79 : 79;
  46. if ( v26 )
  47. return;
  48. v25 = m_angEyeAngles(player)->y == 0.0 ? -125 : 125;
  49. if ( v25 )
  50. return;
  51. v24 = m_angEyeAngles(player)->y == 0.0 ? -78 : 78;
  52. if ( v24 )
  53. return;
  54. }
  55. }
  56. v8 = 0;
  57. v7 = 0;
  58. for ( a2a = 0; a2a < GetNumAnimLayers(); ++a2a )
  59. {
  60. v32 = GetAnimLayer(localplayer_1, a2a);
  61. if ( v32 && m_nSequence_0(localplayer_1) == 979 && *(v32 + 44) != *(v32 + 28) )
  62. v6 = m_flLowerBodyYawTarget(localplayer_1);
  63. }
  64. v20 = SLOBYTE(animstate->velocity_subtract_z) * v23;
  65. a1 = SLOBYTE(animstate->velocity_subtract_y) * v23;
  66. v30 = 0.0;
  67. eye_angles_y = animstate->eye_angles_y;
  68. goal_feet_yaw = animstate->goal_feet_yaw;
  69. v22 = absolute_mask(COERCE_INT(eye_angles_y - goal_feet_yaw));
  70. if ( v20 < v22 )
  71. {
  72. v11 = absolute_mask(SLODWORD(v20));
  73. v30 = eye_angles_y - v11;
  74. }
  75. else if ( a1 > v22 )
  76. {
  77. v12 = absolute_mask(SLODWORD(a1));
  78. v30 = v12 + eye_angles_y;
  79. }
  80. v36 = std::fmodf(SLODWORD(v30), 360.0);
  81. if ( v36 > 180.0 )
  82. v36 = v36 - 360.0;
  83. if ( v36 < 180.0 )
  84. v36 = v36 + 360.0;
  85. animstate->goal_feet_yaw = v36;
  86. if ( missed_shots[(*(*(localplayer_1 + 8) + 40))(localplayer_1 + 8)] > 2 )
  87. {
  88. v19 = missed_shots[(*(*(localplayer_1 + 8) + 40))(localplayer_1 + 8)] % 4;
  89. switch ( v19 )
  90. {
  91. case 0:
  92. animstate->goal_feet_yaw = animstate->goal_feet_yaw + 45.0;
  93. break;
  94. case 1:
  95. animstate->goal_feet_yaw = animstate->goal_feet_yaw - 45.0;
  96. break;
  97. case 2:
  98. animstate->goal_feet_yaw = animstate->goal_feet_yaw - 30.0;
  99. break;
  100. case 3:
  101. animstate->goal_feet_yaw = animstate->goal_feet_yaw + 30.0;
  102. break;
  103. default:
  104. return;
  105. }
  106. }
  107. }
  108. }
  109. }
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