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bool CResolver::m_bResolveEntity(CBaseEntity* pBaseEntity)

{
auto &currenttickdata = m_ResolverTrack[pBaseEntity->GetIndex()];

if (currenttickdata.m_fLowerBodyYawArray.size() < 2)
return false;

if (pBaseEntity->GetFlags() & FL_ONGROUND && pBaseEntity-


>GetVelocity().Length2D() > 0.1f)
*m_angEyeAnglesY = *m_flLowerBodyYawTarget;
else if (m_iLastPushDifference < 5)
*m_angEyeAnglesY = currenttickdata.m_fLowerBodyYawArray.front() +
Cvars.ShotsFiredSwitch ? 15.f : -15.f;
else if (m_bLowerBodyDeltaIsStatic(pBaseEntity)) // ig credits to pycache for
giving me the idea for this
*m_angEyeAnglesY = currenttickdata.m_angEyeAngles.y -
(currenttickdata.m_angEyeAngles.y - *m_flLowerBodyYawTarget);
else if (m_iLastPushDifference < 12 && m_iLastPushDifference > 8)
{
*m_angEyeAnglesY = *m_flLowerBodyYawTarget + Cvars.ShotsFiredSwitch ?
40.f : -40.f;
}
else if (m_iLastPushDifference < 16 && m_iLastPushDifference > 12)
{
*m_angEyeAnglesY = *m_flLowerBodyYawTarget + Cvars.ShotsFiredSwitch ?
90.f : -90.f;
}
else
*m_angEyeAnglesY = *m_flLowerBodyYawTarget + g_pTools->RandomFloat(-
180, 180);

return true;
}

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