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RAGECOOP-V/Client/Entities/Player/Sync/OnFootSync.cs

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using System;
using System.Collections.Generic;
using GTA;
using GTA.Native;
using GTA.Math;
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namespace CoopClient.Entities.Player
{
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public partial class EntitiesPlayer
{
#region -- VARIABLES --
/// <summary>
/// The latest character rotation (may not have been applied yet)
/// </summary>
public Vector3 Rotation { get; internal set; }
internal byte Speed { get; set; }
private bool _lastIsJumping = false;
internal bool IsJumping { get; set; }
internal bool IsOnLadder { get; set; }
internal bool IsVaulting { get; set; }
internal bool IsInParachuteFreeFall { get; set; }
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internal bool IsParachuteOpen { get; set; }
internal Prop ParachuteProp { get; set; } = null;
internal bool IsRagdoll { get; set; }
internal bool IsOnFire { get; set; }
internal bool IsAiming { get; set; }
internal bool IsShooting { get; set; }
internal bool IsReloading { get; set; }
internal uint CurrentWeaponHash { get; set; }
private Dictionary<uint, bool> _lastWeaponComponents = null;
internal Dictionary<uint, bool> WeaponComponents { get; set; } = null;
private int _lastWeaponObj = 0;
#endregion
private bool _isPlayingAnimation = false;
private string[] _currentAnimation = new string[2] { "", "" };
private float _animationStopTime = 0;
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private void DisplayOnFoot()
{
if (Character.IsInVehicle())
{
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if (MainVehicle == null)
{
Character.Task.LeaveVehicle();
}
else
{
MainVehicle.Doors[(VehicleDoorIndex)VehicleSeatIndex + 1]?.Open(true, true);
Character.Task.LeaveVehicle(MainVehicle, false);
MainVehicle = null;
}
Character.PositionNoOffset = Position;
return;
}
if (IsInParachuteFreeFall)
{
Character.PositionNoOffset = Vector3.Lerp(Character.Position, Position + Velocity, 0.5f);
Character.Quaternion = Rotation.ToQuaternion();
if (!Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, "skydive@base", "free_idle", 3))
{
Function.Call(Hash.TASK_PLAY_ANIM, Character.Handle, LoadAnim("skydive@base"), "free_idle", 8f, 10f, -1, 0, -8f, 1, 1, 1);
}
return;
}
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if (IsParachuteOpen)
{
if (ParachuteProp == null)
{
Model model = 1740193300.ModelRequest();
if (model != null)
{
ParachuteProp = World.CreateProp(model, Character.Position, Character.Rotation, false, false);
model.MarkAsNoLongerNeeded();
ParachuteProp.IsPositionFrozen = true;
ParachuteProp.IsCollisionEnabled = false;
ParachuteProp.AttachTo(Character.Bones[Bone.SkelSpine2], new Vector3(3.6f, 0f, 0f), new Vector3(0f, 90f, 0f));
}
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Character.Task.ClearAllImmediately();
Character.Task.ClearSecondary();
}
Character.PositionNoOffset = Vector3.Lerp(Character.Position, Position + Velocity, 0.5f);
Character.Quaternion = Rotation.ToQuaternion();
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if (!Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, "skydive@parachute@first_person", "chute_idle_right", 3))
{
Function.Call(Hash.TASK_PLAY_ANIM, Character, LoadAnim("skydive@parachute@first_person"), "chute_idle_right", 8f, 10f, -1, 0, -8f, 1, 1, 1);
}
return;
}
if (ParachuteProp != null)
{
if (ParachuteProp.Exists())
{
ParachuteProp.Delete();
}
ParachuteProp = null;
}
if (IsOnLadder)
{
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if (Velocity.Z < 0)
{
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string anim = Velocity.Z < -2f ? "slide_climb_down" : "climb_down";
if (_currentAnimation[1] != anim)
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{
Character.Task.ClearAllImmediately();
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_currentAnimation[1] = anim;
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}
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if (!Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, "laddersbase", anim, 3))
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{
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Character.Task.PlayAnimation("laddersbase", anim, 8f, -1, AnimationFlags.Loop);
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}
}
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else
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{
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if (Math.Abs(Velocity.Z) < 0.5)
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{
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if (_currentAnimation[1] != "base_left_hand_up")
{
Character.Task.ClearAllImmediately();
_currentAnimation[1] = "base_left_hand_up";
}
if (!Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, "laddersbase", "base_left_hand_up", 3))
{
Character.Task.PlayAnimation("laddersbase", "base_left_hand_up", 8f, -1, AnimationFlags.Loop);
}
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}
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else
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{
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if (_currentAnimation[1] != "climb_up")
{
Character.Task.ClearAllImmediately();
_currentAnimation[1] = "climb_up";
}
if (!Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, "laddersbase", "climb_up", 3))
{
Character.Task.PlayAnimation("laddersbase", "climb_up", 8f, -1, AnimationFlags.Loop);
}
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}
}
UpdateOnFootPosition(true, true, false);
return;
}
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if (!IsOnLadder && Function.Call<bool>(Hash.GET_IS_TASK_ACTIVE, Character.Handle, ETasks.CLIMB_LADDER))
{
Character.Task.ClearAllImmediately();
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_currentAnimation[1] = "";
}
if (IsVaulting)
{
if (!Character.IsVaulting)
{
Character.Task.Climb();
}
UpdateOnFootPosition(true, true, false);
return;
}
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if (!IsVaulting && Character.IsVaulting)
{
Character.Task.ClearAllImmediately();
}
if (IsOnFire && !Character.IsOnFire)
{
Character.IsInvincible = false;
Function.Call(Hash.START_ENTITY_FIRE, Character.Handle);
}
else if (!IsOnFire && Character.IsOnFire)
{
Function.Call(Hash.STOP_ENTITY_FIRE, Character.Handle);
Character.IsInvincible = true;
if (Character.IsDead)
{
Character.Resurrect();
}
}
if (IsJumping)
{
if (!_lastIsJumping)
{
_lastIsJumping = true;
Character.Task.Jump();
}
UpdateOnFootPosition();
return;
}
_lastIsJumping = false;
if (IsRagdoll)
{
if (!Character.IsRagdoll)
{
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Character.CanRagdoll = true;
Function.Call(Hash.SET_PED_TO_RAGDOLL, Character.Handle, 50000, 60000, 0, 1, 1, 1);
}
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UpdateOnFootPosition(false, false, true);
return;
}
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else
{
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if (Character.IsRagdoll)
{
Character.CanRagdoll = false;
Character.Task.ClearAllImmediately();
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_isPlayingAnimation = true;
_currentAnimation = new string[2] { "anim@sports@ballgame@handball@", "ball_get_up" };
_animationStopTime = 0.7f;
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Function.Call(Hash.TASK_PLAY_ANIM, Character.Handle, LoadAnim("anim@sports@ballgame@handball@"), "ball_get_up", 12f, 12f, -1, 0, -10f, 1, 1, 1);
return;
}
else if (_currentAnimation[1] == "ball_get_up")
{
UpdateOnFootPosition(true, true, false);
float currentTime = Function.Call<float>(Hash.GET_ENTITY_ANIM_CURRENT_TIME, Character.Handle, "anim@sports@ballgame@handball@", _currentAnimation[1]);
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if (currentTime < _animationStopTime)
{
return;
}
Character.Task.ClearAnimation(_currentAnimation[0], _currentAnimation[1]);
Character.Task.ClearAll();
_isPlayingAnimation = false;
_currentAnimation = new string[2] { "", "" };
_animationStopTime = 0;
}
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}
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CheckCurrentWeapon();
if (IsReloading)
{
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if (!_isPlayingAnimation)
{
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string[] reloadingAnim = GetReloadingAnimation();
if (reloadingAnim != null)
{
_isPlayingAnimation = true;
_currentAnimation = reloadingAnim;
Character.Task.PlayAnimation(_currentAnimation[0], _currentAnimation[1], 8f, -1, AnimationFlags.AllowRotation | AnimationFlags.UpperBodyOnly);
}
}
}
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else if (_currentAnimation[1] == "reload_aim")
{
Character.Task.ClearAnimation(_currentAnimation[0], _currentAnimation[1]);
_isPlayingAnimation = false;
_currentAnimation = new string[2] { "", "" };
}
if (IsShooting)
{
DisplayShooting();
}
else if (IsAiming)
{
DisplayAiming();
}
else
{
WalkTo();
}
}
#region WEAPON
private void CheckCurrentWeapon()
{
if (Character.Weapons.Current.Hash != (WeaponHash)CurrentWeaponHash || !WeaponComponents.Compare(_lastWeaponComponents))
{
Character.Weapons.RemoveAll();
if (CurrentWeaponHash != (uint)WeaponHash.Unarmed)
{
if (WeaponComponents == null || WeaponComponents.Count == 0)
{
Character.Weapons.Give((WeaponHash)CurrentWeaponHash, -1, true, true);
}
else
{
_lastWeaponObj = Function.Call<int>(Hash.CREATE_WEAPON_OBJECT, CurrentWeaponHash, -1, Position.X, Position.Y, Position.Z, true, 0, 0);
foreach (KeyValuePair<uint, bool> comp in WeaponComponents)
{
if (comp.Value)
{
Function.Call(Hash.GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT, _lastWeaponObj, comp.Key);
}
}
Function.Call(Hash.GIVE_WEAPON_OBJECT_TO_PED, _lastWeaponObj, Character.Handle);
}
}
_lastWeaponComponents = WeaponComponents;
}
}
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private string[] GetReloadingAnimation()
{
switch (Character.Weapons.Current.Hash)
{
case WeaponHash.Revolver:
case WeaponHash.RevolverMk2:
case WeaponHash.DoubleActionRevolver:
case WeaponHash.NavyRevolver:
return new string[2] { "anim@weapons@pistol@revolver_str", "reload_aim" };
case WeaponHash.APPistol:
return new string[2] { "weapons@pistol@ap_pistol_str", "reload_aim" };
case WeaponHash.Pistol50:
return new string[2] { "weapons@pistol@pistol_50_str", "reload_aim" };
case WeaponHash.Pistol:
case WeaponHash.PistolMk2:
case WeaponHash.PericoPistol:
case WeaponHash.SNSPistol:
case WeaponHash.SNSPistolMk2:
case WeaponHash.HeavyPistol:
case WeaponHash.VintagePistol:
case WeaponHash.CeramicPistol:
case WeaponHash.MachinePistol:
return new string[2] { "weapons@pistol@pistol_str", "reload_aim" };
case WeaponHash.AssaultRifle:
case WeaponHash.AssaultrifleMk2:
return new string[2] { "weapons@rifle@hi@assault_rifle_str", "reload_aim" };
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case WeaponHash.SniperRifle:
return new string[2] { "weapons@rifle@hi@sniper_rifle_str", "reload_aim" };
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case WeaponHash.HeavySniper:
case WeaponHash.HeavySniperMk2:
return new string[2] { "weapons@rifle@lo@sniper_heavy_str", "reload_aim" };
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case WeaponHash.PumpShotgun:
case WeaponHash.PumpShotgunMk2:
return new string[2] { "weapons@rifle@pump_str", "reload_aim" };
case WeaponHash.Railgun:
return new string[2] { "weapons@rifle@lo@rail_gun_str", "reload_aim" };
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case WeaponHash.SawnOffShotgun:
return new string[2] { "weapons@rifle@lo@sawnoff_str", "reload_aim" };
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case WeaponHash.AssaultShotgun:
return new string[2] { "weapons@rifle@lo@shotgun_assault_str", "reload_aim" };
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case WeaponHash.BullpupShotgun:
return new string[2] { "weapons@rifle@lo@shotgun_bullpup_str", "reload_aim" };
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case WeaponHash.AdvancedRifle:
return new string[2] { "weapons@submg@advanced_rifle_str", "reload_aim" };
case WeaponHash.CarbineRifle:
case WeaponHash.CarbineRifleMk2:
case WeaponHash.CompactRifle:
return new string[2] { "weapons@rifle@lo@carbine_str", "reload_aim" };
case WeaponHash.Gusenberg:
return new string[2] { "anim@weapons@machinegun@gusenberg_str", "reload_aim" };
case WeaponHash.Musket:
return new string[2] { "anim@weapons@musket@musket_str", "reload_aim" };
case WeaponHash.FlareGun:
return new string[2] { "anim@weapons@pistol@flare_str", "reload_aim" };
case WeaponHash.SpecialCarbine:
case WeaponHash.SpecialCarbineMk2:
return new string[2] { "anim@weapons@rifle@lo@spcarbine_str", "reload_aim" };
case WeaponHash.CombatPDW:
return new string[2] { "anim@weapons@rifle@lo@pdw_str", "reload_aim" };
case WeaponHash.BullpupRifle:
case WeaponHash.BullpupRifleMk2:
return new string[2] { "anim@weapons@submg@bullpup_rifle_str", "reload_aim" };
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case WeaponHash.AssaultSMG:
return new string[2] { "weapons@submg@assault_smg_str", "reload_aim" };
case WeaponHash.MicroSMG:
case WeaponHash.MiniSMG:
return new string[2] { "weapons@submg@lo@micro_smg_str", "reload_aim" };
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case WeaponHash.SMG:
case WeaponHash.SMGMk2:
return new string[2] { "weapons@rifle@smg_str", "reload_aim" };
case WeaponHash.GrenadeLauncher:
case WeaponHash.GrenadeLauncherSmoke:
case WeaponHash.CompactGrenadeLauncher:
return new string[2] { "weapons@heavy@grenade_launcher_str", "reload_aim" };
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case WeaponHash.RPG:
case WeaponHash.Firework:
return new string[2] { "weapons@heavy@rpg_str", "reload_aim" };
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case WeaponHash.CombatMG:
case WeaponHash.CombatMGMk2:
return new string[2] { "weapons@machinegun@combat_mg_str", "reload_aim" };
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case WeaponHash.MG:
return new string[2] { "weapons@machinegun@mg_str", "reload_aim" };
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default:
GTA.UI.Notification.Show($"~r~Reloading failed! Weapon ~g~[{CurrentWeaponHash}]~r~ no found!");
return null;
}
}
private void DisplayShooting()
{
if (!Character.IsInRange(Position, 0.5f))
{
Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y,
Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, 3f, true, 2.0f, 0.5f, false, 0, false,
unchecked((uint)FiringPattern.FullAuto));
UpdateOnFootPosition();
}
else
{
Function.Call(Hash.TASK_SHOOT_AT_COORD, Character.Handle, AimCoords.X, AimCoords.Y, AimCoords.Z, 1500, unchecked((uint)FiringPattern.FullAuto));
}
}
private void DisplayAiming()
{
if (!Character.IsInRange(Position, 0.5f))
{
Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y,
Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, 3f, false, 0x3F000000, 0x40800000, false, 512, false, 0);
UpdateOnFootPosition();
}
else
{
Character.Task.AimAt(AimCoords, 100);
}
}
#endregion
private bool LastMoving;
private void WalkTo()
{
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Vector3 predictPosition = Position + (Position - Character.Position) + Velocity;
float range = predictPosition.DistanceToSquared(Character.Position);
switch (Speed)
{
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case 1:
if (!Character.IsWalking || range > 0.25f)
{
float nrange = range * 2;
if (nrange > 1.0f)
{
nrange = 1.0f;
}
Character.Task.GoStraightTo(predictPosition);
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, nrange);
}
LastMoving = true;
break;
case 2:
if (!Character.IsRunning || range > 0.50f)
{
Character.Task.RunTo(predictPosition, true);
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f);
}
LastMoving = true;
break;
case 3:
if (!Character.IsSprinting || range > 0.75f)
{
Function.Call(Hash.TASK_GO_STRAIGHT_TO_COORD, Character.Handle, predictPosition.X, predictPosition.Y, predictPosition.Z, 3.0f, -1, 0.0f, 0.0f);
Function.Call(Hash.SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER, Character.Handle, 1.49f);
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f);
}
LastMoving = true;
break;
default:
if (LastMoving)
{
Character.Task.StandStill(2000);
LastMoving = false;
}
break;
}
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UpdateOnFootPosition();
}
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private bool StuckDetection = false;
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private ulong LastStuckTime;
private void UpdateOnFootPosition(bool updatePosition = true, bool updateRotation = true, bool updateVelocity = true)
{
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ulong time = Util.GetTickCount64();
if (StuckDetection)
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{
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if (time - LastStuckTime >= 500)
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{
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StuckDetection = false;
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if (Character.Position.DistanceTo(Position) > 5f)
{
Character.PositionNoOffset = Position;
Character.Rotation = Rotation;
}
}
}
else if (time - LastStuckTime >= 500)
{
if (Character.Position.DistanceTo(Position) > 5f)
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{
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StuckDetection = true;
LastStuckTime = time;
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}
}
if (updatePosition)
{
float lerpValue = (int)((Latency * 1000 / 2) + (Main.MainNetworking.Latency * 1000 / 2)) * 2 / 50000f;
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Vector2 biDimensionalPos = Vector2.Lerp(new Vector2(Character.Position.X, Character.Position.Y), new Vector2(Position.X + (Velocity.X / 5), Position.Y + (Velocity.Y / 5)), lerpValue);
float zPos = Util.Lerp(Character.Position.Z, Position.Z, 0.1f);
Character.PositionNoOffset = new Vector3(biDimensionalPos.X, biDimensionalPos.Y, zPos);
}
if (updateRotation)
{
// You can find the ToQuaternion() for Rotation inside the VectorExtensions
Character.Quaternion = Quaternion.Lerp(Character.Quaternion, Rotation.ToQuaternion(), 0.10f);
}
if (updateVelocity)
{
Character.Velocity = Velocity;
}
}
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private string LoadAnim(string anim)
{
ulong startTime = Util.GetTickCount64();
while (!Function.Call<bool>(Hash.HAS_ANIM_DICT_LOADED, anim))
{
Script.Yield();
Function.Call(Hash.REQUEST_ANIM_DICT, anim);
if (Util.GetTickCount64() - startTime >= 1000)
{
break;
}
}
return anim;
}
}
}