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Rookie HvHer
User ID
86883
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Hello guys, as many people dislike the foot-yaw desync stuff that is happening in 2018 csgo atm, i might aswell share this with everyone.

C++:
// if so, move yaw = move yaw ideal, and we can calculate foot yaw by an accuracy of ~45 degrees
if( started_moving_this_frame && previous_record->layers[ 6 ].weight <= 0.f && !record->in_air( ) )
{
    const float local_cycle_increment = record->layers[ 6 ].playback_rate;
    float raw_yaw_ideal = atan2( -record->anim_velocity.y, -record->anim_velocity.x ) * 180.f /
        constants::pi;
    if( raw_yaw_ideal < 0.f )
        raw_yaw_ideal += 360.f;

    const int move_seq = record->layers[ 6 ].sequence;
    float move_yaw = FLT_MAX;
    constexpr std::array angles = { 180.f, 135.f, 90.f, 45.f, 0.f, -45.f, -90.f, -135.f };
    for( int i = animtag_startcycle_n; i <= animtag_startcycle_nw; i++ )
    {
        const float pred_cycle = player->animation_state( )->clamp_cycle(
            player->first_sequence_anim_tag( move_seq, i ) + local_cycle_increment );
        if( static_cast< int >( pred_cycle * 1000.f ) == static_cast< int >( record->layers[
            animation_layer_movement_move ].cycle * 1000.f ) )
        {
            move_yaw = angles[ i - animtag_startcycle_n ];
            break;
        }
    }

    if( move_yaw != FLT_MAX )
    {
        const float foot_yaw = g_math.angle_normalize( g_math.angle_diff( raw_yaw_ideal, move_yaw ) );
    }
}

For Reference:

This will only work if your velocity is somewhat accurate, and is not a perfect solution but does a good job at resolving most of the current desync stuff thats being used (including Moneybot's "Hidden")

If you are interested in 2018 development stuff, you can also join my discord server
 
Last edited by a moderator:
Rookie HvHer
User ID
66737
Messages
63
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9
make it sup paste ready so i can just paste it in thanks
 
Rookie HvHer
User ID
25908
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62
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Level
10
what in the legendware is this
 
Freaky 🔥❤️‍🔥
User ID
69333
Messages
128
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Level
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i use dish soap to yank my hog
 

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