Administrator
Very useful for safepoint, desync chams, resolving etc.
In the animationfix for players:
In the animationfix for players:
C:
void setupAlternateYawMatrix(Entity* entity, int entityIndex, float alternateYaw){
//backup our animstate before generating matrices
playerBaseAnimState bState;
playerBaseAnimState currentAnimstate = entity->getAnimstate();
memcpy(&bState, currentAnimstate, sizeof(playerBaseAnimState));
entity->getAnimstate()->GoalFeetYaw = entity->eyeAngles().y + alternateYaw; //pass alternateYaw as float
entity->UpdateClientSideAnimation();
//run our setupbones function for the alternate state in our data class
entity->setupBones(dataArray.player[entityIndex].alternate_matrix, 128, 0x7FF00, csgo->globals->currenttime);
//return the backup before continue
memcpy(currentAnimstate, &bState, sizeof(playerBaseAnimState));
}