Administrator
Kinda useful for normal resolving and VERY useful for resolving onshot desync.
Resolver pseudocode:
C++:
bool extend = Animations::data.player[entity->index()].networked_layers[3].cycle == 0.f && Animations::data.player[entity->index()].networked_layers[3].weight == 0.f;
Resolver pseudocode:
C-like:
function resolveYaw (entity){
//get if the play is extending their desync
bool extend = Animations::data.player[entity->index()].networked_layers[3].cycle == 0.f && Animations::data.player[entity->index()].networked_layers[3].weight == 0.f;
// if extending go for 58 otherwise for 29 delta
float resolveYaw = extend ? 58 : 29;
switch (misses % 3){
case (0):
entity->goalfeetYaw = eyeAngle + resolveYaw;
break;
case (1):
entity->goalfeetYaw = eyeAngle - resolveYaw;
break;
case (2):
entity->goalfeetYaw = eyeAngle;
break;
}
}
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