Welcome to hackvshack.net Forum!
Download Free HvH CS2/CS:GO Cheats, CFG, LUA/JS Scripts, and More!
Register

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

viv.exe

Administrator
User ID:
1097
Messages:
148
Reactions:
212
Badges:
19
REP:
−0/0+
Level:
258
Kinda useful for normal resolving and VERY useful for resolving onshot desync.

C++:
Expand Collapse Copy
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:
Expand Collapse Copy
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:
Kinda useful for normal resolving and VERY useful for resolving onshot desync.

C++:
Expand Collapse Copy
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
 

Who has read this thread (Total: 0) in last 1 hours View details