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Source Code Setting up matrices for different entity feet yaw

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Very useful for safepoint, desync chams, resolving etc.

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));
        }
 
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anim update is wrong
entity->setupBones(dataArray.player[entityIndex].alternate_matrix, 128, 0x7FF00, csgo->globals->currenttime);
and no setupbones fixed
 
Moderator
User ID
1097
Messages
77
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390
Level
58
anim update is wrong
entity->setupBones(dataArray.player[entityIndex].alternate_matrix, 128, 0x7FF00, csgo->globals->currenttime);
and no setupbones fixed
The setupbones function im using is fixed, just because its not called setupbonesFixed doesnt mean its not fixed lmfao.

Now explain what exactly is wrong here.
 

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