the server hands you the real foot yaw of players you cant see(with caveat), roughly every 0.5-1s.
no netvar will ever show it, because it isn't one: it's a protobuf usermessage.
that's the foot yaw, since
it covers spotted players dormant to you, which the map decides (BSP areas, plus
hook
and boom, you now have their footyaw networked whenever the server sends it
(you can use it for your resolver confidence, resolver angle sorting (footyaw is clamped to real eye yaw), correcting animations and such)
credits: jackw, pedobot(exitscam inc), d3x(also a pedophile), simon freese(pxnch hvh, him and the 72 animation reprediction and ik setup on a game with no iks!) , pascal freese(the goat)
no netvar will ever show it, because it isn't one: it's a protobuf usermessage.
CCSPlayer::ProcessSpottedEntityUpdate (
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) runs from PostThink on a 0.5 + RandomFloat(0, 0.5) timer and sends one client entity_idx, class_id, origin_x/y/z over 4, and:
C++:
angle_y = AngleNormalize( pEntity->GetAbsAngles().y )
that's the foot yaw, since
You must be registered for see links
ends every Update with SetAbsAngles( QAngle( 0, m_flFootYaw, 0 ) ).it covers spotted players dormant to you, which the map decides (BSP areas, plus
sv_occlude_players). spotting is team-wide, it runs while you're dead, and GOTV gets everyone, so demos carry the whole server.(can network these through CClientState::SVCMsg_VoiceData btw)hook
SFHudRadar::MsgFunc_ProcessSpottedEntityUpdate, or catch message type 25 at the usermessage dispatch(CHLClient::DispatchUserMessage).and boom, you now have their footyaw networked whenever the server sends it
(you can use it for your resolver confidence, resolver angle sorting (footyaw is clamped to real eye yaw), correcting animations and such)
credits: jackw, pedobot(exitscam inc), d3x(also a pedophile), simon freese(pxnch hvh, him and the 72 animation reprediction and ik setup on a game with no iks!) , pascal freese(the goat)
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