C++:
void c_player_resolver::update_fakewalk_data(resolver_info_t & current, player_t * e) {
resolver_info_t previous = m_previous;
AnimationLayer anim_layers[15];
bool s_1 = false,
s_2 = false,
s_3 = false;
for (int i = 0; i < e->animlayer_count(); i++)
{
anim_layers[i] = e->get_animlayers()[i];
if (anim_layers[i].m_nSequence == 26 && anim_layers[i].m_flWeight < 0.4f)
s_1 = true;
if (anim_layers[i].m_nSequence == 7 && anim_layers[i].m_flWeight > 0.001f)
s_2 = true;
if (anim_layers[i].m_nSequence == 2 && anim_layers[i].m_flWeight == 0)
s_3 = true;
}