Кресты / Говнокод #26905 Ссылка на оригинал

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//--------------------------------------------------------------------------------------------------------------------\\

    float max_rotation = record->m_pEntity->GetMaxBodyRotation();
   

    auto animstate = ent->m_PlayerAnimState();
    float resolve_value = 50.f; //не трогайте это, так и должно быть

    if (!record->m_pState)
        return;

    const auto info = g_anims.GetAnimationInfo(record->m_pEntity);
    if (!info)
        return;

    float eye_yaw = record->m_pState->m_flEyeYaw;

    if (max_rotation < resolve_value)
        resolve_value = max_rotation;

    data->m_extending = record->m_pLayers[3].m_cycle == 0.f && record->m_pLayers[3].m_weight == 0.f;
    float Delta = AngleDiff(ent->m_angEyeAngles().y, animstate->m_flGoalFeetYaw);

    //--------------------------------------------------------------------------------------------------------------------\\
                                                       RESOLVERPART
    //--------------------------------------------------------------------------------------------------------------------\\

    if (data->m_extending)
        resolve_value = max_rotation;

    if (ent->m_AnimOverlay()[13].m_weight + 14.250f > 0.54)
    {
        if (ent->m_AnimOverlay()[3].m_cycle > 0.12)
        {
            if (ent->m_AnimOverlay()[13].m_cycle > 0.43)
            {
                animstate->m_flGoalFeetYaw = ent->m_angEyeAngles().y;
            }
        }
    }

    if (data->m_extending)
    {
        if (Delta <= 0)
        {
            animstate->m_flGoalFeetYaw = Delta * resolve_value;
        }
        else if (Delta > 0)
        {
            animstate->m_flGoalFeetYaw = Delta * -resolve_value;
        }
    }

    else if (ent->m_AnimOverlay()[7].m_order == record->m_pLayers[7].m_order)
    {
        if (ent->m_AnimOverlay()[7].m_cycle > 0.5f)
        {
            animstate->m_flGoalFeetYaw = math::NormalizeYaw(record->m_pEntity->m_flLowerBodyYawTarget()) + get_max_desync_delta;
            return;
        }
        else
            animstate->m_flGoalFeetYaw = record->m_pEntity->m_angEyeAngles().y;
    }

    if (record->m_bDidShot)
        info->m_flBrute = Resolver::ResolveShot(data, record);

    //--------------------------------------------------------------------------------------------------------------------\\
                                                    BRUTEFORCE PART
    //--------------------------------------------------------------------------------------------------------------------\\

    else {
        float lbyt = record->m_pEntity->m_flLowerBodyYawTarget();
        data->m_delta = std::abs(math::NormalizedAngle(eye_yaw - lbyt));

        float resolve_yaw = ((data->m_delta < 0.f) ? resolve_value : resolve_value);

        switch (data->m_missed_shots % 3) {
        case 0:
            info->m_flBrute = data->m_last_resolve = resolve_yaw;
            break;
        case 1:
            info->m_flBrute = -data->m_last_resolve;
            break;
        case 2:
            info->m_flBrute = 0;
            break;
        }
    }

    record->m_pState->m_flGoalFeetYaw = eye_yaw + info->m_flBrute;

    //--------------------------------------------------------------------------------------------------------------------\\

best resolver

Запостил: danielka33 danielka33, (Updated )

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Где здесь C++, guest?!

    А не использовать ли нам bbcode?


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