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Jan 23rd, 2019
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  1. float get_max_desync_delta(SDK::CBaseEntity* entity) {
  2.  
  3. auto animstate = entity->GetAnimState();
  4. float speedfactor = UTILS::clamp<float>(animstate->m_flSpeedFraction(), 0.0f, 1.0f);
  5. float unk1 = ((animstate->m_flLandingRatio() * -0.3f) - 0.2f) * speedfactor;
  6. float unk2 = unk1 + 1.0f;
  7. if (animstate->m_fDuckAmount > 0.0f) {
  8. float max_velocity = UTILS::clamp<float>(animstate->m_flMaxWeaponVelocity(), 0.0f, 1.0f);
  9. float duck_speed = animstate->m_fDuckAmount * max_velocity;
  10. unk2 += (duck_speed * (0.5f - unk2));
  11. }
  12.  
  13. return animstate->yaw_desync_adjustment() * unk2;
  14.  
  15. }
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