(SOURCE) leak legendware animfix and resolver

Cepettos

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Code:
// CBaseEntity:
int& GetEFlags()
{
    static unsigned int offset = FindInDataMap(GetPredDescMap(), "m_iEFlags");
    return *(int*)((uintptr_t)this + offset);
}
 
int& GetEffects() {
    static unsigned int offset = FindInDataMap(GetPredDescMap(), "m_fEffects");
    return *(int*)((uintptr_t)this + offset);
}
 
#define offset(func, type, offset) type& func { return *reinterpret_cast<type*>(reinterpret_cast<uintptr_t>(this) + offset); }
 
offset(get_most_recent_model_bone_counter(), uint32_t, 0x2690)
offset(get_last_bone_setup_time(), float, 0x2924)
 
// FRAME_NET_UPDATE_END
void AnimFixOnEntity(CBaseEntity* Entity, ResolverInfo* info)
{
    auto Animstate = Entity->GetAnimState();
    if (!Animstate)
        return;
 
    auto Pitch = info->m_flPitch; // resolved angle
    auto AbsRotation = info->m_flGoalFeetYaw; // resolved angle
 
    static auto OldCurtime = g_pGlobalVars->curtime;
    static auto OldFrameTime = g_pGlobalVars->frametime;
    static auto OldFlags = Entity->GetFlags();
    static auto OldEFlags = Entity->GetEFlags();
    static CAnimationLayer Layers[13];
 
    g_pGlobalVars->curtime = Entity->GetSimulationTime();
    g_pGlobalVars->frametime = g_pGlobalVars->interval_per_tick;
 
    if (Entity->GetAnimOverlays()->m_flWeight != 0.f)
        Entity->GetFlags() |= FL_ONGROUND;
 
    Entity->GetEFlags() &= ~0x1000; // EFL_DIRTY_ABSVELOCITY
    Entity->GetAbsVelocity() = Entity->GetVelocity();
 
    memcpy(Layers, Entity->GetAnimOverlays(), sizeof(CAnimationLayer) * 13);
 
    if (Animstate->m_iLastClientSideAnimationUpdateFramecount == g_pGlobalVars->framecount)
        Animstate->m_iLastClientSideAnimationUpdateFramecount -= 1;
 
    g_pClientState->pad_meme4[8] = true; // is hltv = true, but hook is better btw (for pvs fix)
    Entity->GetClientSideAnimations() = true;
 
    if (Pitch != FLT_MAX)
        Entity->GetEyeAngles()->x = Pitch; // set resolved pitch
 
    if (AbsRotation != FLT_MAX)
        Animstate->m_flGoalFeetYaw = GoalFeetYaw; // set resolved feet yaw
 
    Globals::ShouldUpdate = true; // u need to hook UpdateClientSideAnimation and check if this bool equals true - > call original
    Entity->UpdateClientSideAnimation();
    Globals::ShouldUpdate = false;
    Entity->GetClientSideAnimations() = false;
 
    g_pClientState->pad_meme4[8] = false;
 
    memcpy(Entity->GetAnimOverlays(), Layers, sizeof(CAnimationLayer) * 13);
 
    g_pGlobalVars->curtime = OldCurtime;
    g_pGlobalVars->frametime = OldFrameTime;
 
    Entity->GetFlags() = OldFlags;
    Entity->GetEFlags() = OldEFlags;
 
    // "rebuilding bone matrix", but it's 10% of code ahah
    Entity->get_most_recent_model_bone_counter() = 0;
    Entity->get_last_bone_setup_time() = -FLT_MAX;
 
    Entity->GetEffects() |= 8;
    Entity->SetupBones(nullptr, -1, 0x7FF00, Entity->GetSimulationTime());
    Entity->GetEffects() &= ~8;
}
 
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"Hey, just wanted to share that I've seen AnimFix being used in conjunction with Resolver successfully, seems like it's becoming a more solid combo. Anyone else have any luck with this pairing?"
 

Sabg

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"Hey guys, just a heads up, I heard those animfix tools might be banned from the Legendware Discord due to some copyright issues. Would be a shame if they got taken down, was really helpful for me when I was messing around with those plugins. Anyone know if this is legit or just a rumor?"
 

R3D.Sarcasm

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Yo, just wanted to confirm that the AnimFix tool works perfectly with LegendWare, didn't have any major issues during my test run. Also, the resolver seems legit, just be cautious when using it since it's a relatively new tool.
 

afomenko

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"Yo, just wanted to chime in - I've been testing the Animfix with Legendware and it seems solid so far. No major issues with resolver or crashes. Has anyone else had success with this combo?"
 

bring the black hearse

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"Hey guys, I just tried the animfix method for Legendware and it worked like a charm. One thing to note is make sure you're using the correct resolver version for your device, or the whole thing will crash. Anyone else get it working?"
 
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