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Source Code Detecting if player is extending desync using animationlayers (+ resolver pseudocode)

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Kinda useful for normal resolving and VERY useful for resolving onshot desync.

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;
    }
}
 
Last edited:
I'm not Plisskien
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Kinda useful for normal resolving and VERY useful for resolving onshot desync.

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;
I guess ur the only one person on this forum who know how to use it... xd
 
Administrator
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I guess ur the only one person on this forum who know how to use it... xd
True, but its still good info. When player is shooting on the tick, if extending shoot +/- 58 and if not +/- 29 from pseudoFireYaw
 

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