void onFootUpdateFollow(PLAYERID followID) { ONFOOT_SYNC_DATA ofSync; memset(&ofSync, 0, sizeof(ONFOOT_SYNC_DATA)); SendOnFootFullSyncData(&ofSync, 0, followID); SendAimSyncData(0, 0, followID); }
// following functions void onFootUpdateAtNormalPos() { ONFOOT_SYNC_DATA ofSync; memset(&ofSync, 0, sizeof(ONFOOT_SYNC_DATA)); ofSync.byteHealth = (BYTE)settings.fPlayerHealth; ofSync.byteArmour = (BYTE)settings.fPlayerArmour; ofSync.fQuaternion[3] = settings.fNormalModeRot; ofSync.vecPos[0] = settings.fNormalModePos[0]; ofSync.vecPos[1] = settings.fNormalModePos[1]; ofSync.vecPos[2] = settings.fNormalModePos[2]; SendOnFootFullSyncData(&ofSync, 0, -1); AIM_SYNC_DATA aimSync; memset(&aimSync, 0, sizeof(AIM_SYNC_DATA)); playerInfo[g_myPlayerID].aimData.byteCamMode = 4; playerInfo[g_myPlayerID].aimData.vecAimf1[0] = 0.1f; playerInfo[g_myPlayerID].aimData.vecAimf1[1] = 0.1f; playerInfo[g_myPlayerID].aimData.vecAimf1[2] = 0.1f; playerInfo[g_myPlayerID].aimData.vecAimPos[0] = settings.fNormalModePos[0]; playerInfo[g_myPlayerID].aimData.vecAimPos[1] = settings.fNormalModePos[1]; playerInfo[g_myPlayerID].aimData.vecAimPos[2] = settings.fNormalModePos[2]; SendAimSyncData(0, 0, -1); }
// following functions void onFootUpdateAtNormalPos() { ONFOOT_SYNC_DATA ofSync; memset(&ofSync, 0, sizeof(ONFOOT_SYNC_DATA)); ofSync.byteHealth = 100; ofSync.fQuaternion[3] = settings.fNormalModeRot; ofSync.vecPos[0] = settings.fNormalModePos[0]; ofSync.vecPos[1] = settings.fNormalModePos[1]; ofSync.vecPos[2] = settings.fNormalModePos[2]; SendOnFootFullSyncData(&ofSync, 0, -1); AIM_SYNC_DATA aimSync; memset(&aimSync, 0, sizeof(AIM_SYNC_DATA)); aimSync.byteCamMode = 4; aimSync.vecAimf1[1] = 0.25f; SendAimSyncData(&aimSync, 0, 0, -1); }