Resolver for weave

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meme resolver bully me harder please

Код:
void CResolver::CLBYRECORD::store(IBasePlayer* entity)
{
    lby = entity->GetBody();
    speed = entity->GetVelocity().Length();
}

float CResolver::get_average_moving_lby(const int& entindex, const float& accuracy)
{
    auto logs = move_logs[entindex];

    if (logs.empty())
        return 1337.f;

    auto ilogs = logs.size() - 1;

    if (ilogs > 12)
        logs.resize(12);

    float piska = 0.f;

    for (auto siski : logs)
        piska += siski.lby;

    return Math::NormalizeYaw(piska / ilogs);
}

float CResolver::sub_59B13C30(CCSGOPlayerAnimState* nn)
{
    if (nn->m_pBaseEntity != csgo->local) {
        float v1; // xmm0_4
        float v2; // xmm1_4
        float v3; // xmm0_4
        int v4; // eax
        float v5; // xmm4_4
        float v6; // xmm2_4
        float v7; // xmm0_4
        int v8; // eax
        float v10; // [esp+0h] [ebp-Ch]
        float v11; // [esp+4h] [ebp-8h]

        v1 = nn->feet_speed;
        v2 = 1.0;
        v10 = 0.0;
        v11 = v1;
        if (v1 <= 1.f)
        {
            v4 = v10;
            if (v1 >= 0.0)
                v4 = v11;
            v3 = v4;
        }
        else
            v3 = 1.f;

        v5 = nn->m_fDuckAmount;
        v6 = ((nn->m_flStopToFullRunningFraction * -0.30000001f) - 0.19999999f) * v3 + 1.0f;
        if (v5 > 0.0)
        {
            v7 = nn->feet_shit;
            v11 = 0.0;
            v10 = v7;
            if (v7 <= 1.0)
            {
                v8 = v11;
                if (v7 >= 0.0)
                    v8 = v10;
                v2 = v8;
            }
            v6 = v6 + (float)((float)(v2 * v5) * (float)(0.5f - v6));
        }

        return (nn->max_yaw * v6);
    }

}

bool CResolver::compare_delta(float v1, float v2, float Tolerance)
{
    v1 = Math::NormalizeYaw(v1);
    v2 = Math::NormalizeYaw(v2);

    if (fabs(Math::AngleDiff(v1, v2)) <= Tolerance)
        return true;

    return false;
}

std::unordered_map <int, float> old_static_yaw = {};
std::unordered_map <int, int> prev_rotation = {};

void CResolver::on_real_angle_arrive(IBasePlayer* m_player, resolver_records* resolve_data, float real_yaw)
{
    if (fabs(resolve_data->last_shot_time - interfaces.global_vars->realtime) > 0.1f)
        resolve_data->latest_delta_used = Math::AngleDiff(resolve_data->latest_fake.y, real_yaw);

    //resolve_data->is_velocity_angle_fine    = (resolve_data->last_speed > 0.1f && fabs(Math::AngleDiff(real_yaw, resolve_data->last_velocity_angle)) < 45.f);
    resolve_data->is_using_static = fabs(fabs(resolve_data->latest_delta_used) - resolve_data->current_tick_max_delta) > 10.f;// && fabs(Math::AngleDiff(real_yaw, resolve_data->last_lby)) < 70.f;
    resolve_data->had_fake =
        resolve_data->fakeangles = (fabs(Math::AngleDiff(resolve_data->latest_fake.y, real_yaw)) > 5.f || fabs(Math::AngleDiff(resolve_data->latest_angles.y, real_yaw)) > 5.f);
}

bool CResolver::resolve_freestand(IBasePlayer* m_player, resolver_records* resolve, CCSGOPlayerAnimState* state, float& step)
{
    const auto freestanding_record = resolve->freestanding_record;

    //const float at_target_yaw = Math::CalcAngle(cheat::main::local()->m_vecOrigin(), m_player->m_vecOrigin()).y;

    if ((freestanding_record.left_damage >= 1.0f && freestanding_record.right_damage >= 1.0f) || resolve->did_shot_this_tick/* || (int(freestanding_record.left_damage * 1000.f) == int(freestanding_record.right_damage * 1000.f))*/)
        return false;

    //if (cheat::features::aaa.compare_delta(fabs(at_target_yaw + 90.f), fabs(state->eye_yaw), 40.f))
    //{
    //    step = -1.f;
    //}
    //else
    //{
    //    //if (int(freestanding_record.left_damage * 1000.f) > int(freestanding_record.right_damage * 1000.f))
    //    //    step = -1.f;
    //    //else
    //    //    step = 1.f;

    //if (freestanding_record.right_damage < 1.0f)
    //    step = 1.f;
    //if (freestanding_record.left_damage < 1.0f)
    //    step = -1.f;
    if (freestanding_record.right_damage < freestanding_record.left_damage)
        step = 1.f;
    else
        step = -1.f;
    //}

    return true;
}


//C_AnimationLayer CResolver::get_animation_layer(C_AnimationLayer* animlayers, int number)
//{
//    auto cur_layer = animlayers[0];
//    auto cnumber = 0;
//    while (cur_layer.m_nOrder != number)
//    {
//        ++cnumber;
//
//        cur_layer = animlayers[cnumber];
//
//        if (cnumber >= 13)
//            return animlayers[number];
//    }
//
//    return animlayers[cnumber];
//}

template< class T, class Y >
FORCEINLINE T clamp(T const& val, Y const& minVal, Y const& maxVal)
{
    if (val < (T const&)minVal)
        return (T const&)minVal;
    else if (val > (T const&)maxVal)
        return (T const&)maxVal;
    else
        return val;
}

void CResolver::Do2(IBasePlayer* player, int& history)
{

    auto idx = player->EntIndex() - 1;

    if (csgo->firedshots[idx] < 0)
        csgo->firedshots[idx] = 0;

    if (history < 0)
        history = 0;

    if (!vars.ragebot.resolver2) return;

    auto lag_data = &player_resolver_records[idx];
  //  auto history_data = &cheat::features::lagcomp.records[idx].m_Tickrecords;

    lag_data->resolved_yaw = player->GetPlayerAnimState()->abs_yaw;
    lag_data->animations_updated = false;


    lag_data->current_tick_max_delta = fabs(sub_59B13C30(player->GetPlayerAnimState()));

    CCSGOPlayerAnimState animstate_backup;

    if (lag_data->did_shot_this_tick && player->GetWeapon())
        lag_data->last_shot_time = player->GetWeapon()->LastShotTime();

    memcpy(&animstate_backup, player->GetPlayerAnimState(), 0x344);

  //  if (lag_data->last_simtime == player->GetSimulationTime() && lag_data->previous_angles = player->GetEyeAngles())
    {
//   if (lag_data->previous_angles.x > 0)
  //      player->GetEyeAngles() = lag_data->previous_angles;
    }

    auto lol = Math::NormalizeYaw(player->GetEyeAngles().x - lag_data->previous_angles.x);

  //  if (fabs(lol) > 79.f)
  //  {
  //  if (lag_data->previous_angles.x > player->GetEyeAngles().x)
   //     player->EyeAngles() = lag_data->previous_angles;
  //  }

    //player->GetEyeAngles() = std::clamp(player->GetEyeAngles().x, -89.f, 89.f);
  //  player->GetEyeAngles.x = 89.f;

    auto delta = Math::AngleDiff(player->GetEyeAngles().y, player->GetPlayerAnimState()->abs_yaw);

    memcpy(player->GetPlayerAnimState(), &animstate_backup, 0x344);

    auto current_velocity_angle = RAD2DEG(atan2(player->GetVelocity().y, player->GetVelocity().x));

    //if (state->m_flSpeed2D <= 0.1f || ((history > 0 && ((history % 5) > 3 || (history % 5) == 0))))
    //    lag_data->max_delta = ((((interfaces.global_vars->realtime - lag_data->last_time_balanced) < 1.5f) || !isUsingStatic) && isDesyncing);

    float lby = player->GetBody();

    float step = 60.f;(history % 3 == 1 ? (lag_data->current_tick_max_delta * 0.67f) : lag_data->current_tick_max_delta);

    lag_data->resolving_method = 0;
    auto at_targ = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;
    auto delta_from_bw = Math::AngleDiff(at_targ + 180.f, player->GetPlayerAnimState()->abs_yaw);
    auto vdelta_from_bw = Math::AngleDiff(at_targ + 180.f, current_velocity_angle);
    auto is_backwards = fabs(delta_from_bw) < 70.f;
    float start_angle = player->GetEyeAngles().y;

   // auto eye_tick_delta = fabs(Math::normalize_angle(player->m_angEyeAngles().y - history_data->front().eye_angles.y));

   // float ResolvedYaw = state->abs_yaw;

    lag_data->abs_yaw_delta = Math::NormalizeYaw(player->GetEyeAngles().y - player->GetAbsAngles().y);
    lag_data->lby_delta = Math::NormalizeYaw(player->GetBody() - player->GetEyeAngles().y);

    if (lag_data->abs_yaw_delta != lag_data->last_abs_yaw_delta)
    {
        if (lag_data->last_abs_yaw_delta != 0.0f)
            lag_data->last_abs_yaw_delta_change = interfaces.global_vars->realtime;

        if (lag_data->abs_yaw_delta > lag_data->current_tick_max_delta)
            lag_data->last_abs_yaw_delta_60 = interfaces.global_vars->realtime;

        lag_data->last_abs_yaw_delta = lag_data->abs_yaw_delta;
    }
    if (!vars.ragebot.resolver2) return;
    {
        auto speed = player->GetVelocity().Length2D();

        if (player->GetFlags() & FL_ONGROUND)
        {
            if (speed < 0.1f)
            {
                auto delta = Math::AngleDiff(player->GetEyeAngles().y, lag_data->no_side);

                if (lag_data->server_anim_layers[3].m_flWeight == 0.0f && lag_data->server_anim_layers[3].m_flCycle == 0.0f) {
                    lag_data->resolving_way = Math::clamp((2 * (delta <= 0.f) - 1), -1, 1);// copysign(1, delta);
                    lag_data->animations_updated = true;
                }
            }
            else if (!int(lag_data->server_anim_layers[12].m_flWeight * 1000.f))//(lag_data->server_anim_layers[6].m_flWeight * 1000.f) == (history_data->at(0).anim_layers[6].m_flWeight * 1000.f))
            {
                //2 = -1; 3 = 1; 1 = fake;
                if (int(lag_data->server_anim_layers[6].m_flWeight * 1000.f) == int(lag_data->preserver_anim_layers[6].m_flWeight * 1000.f))
                {
                    float delta1 = abs(lag_data->server_anim_layers[6].m_flPlaybackRate - lag_data->resolver_anim_layers[0][6].m_flPlaybackRate);
                    float delta2 = abs(lag_data->server_anim_layers[6].m_flPlaybackRate - lag_data->resolver_anim_layers[1][6].m_flPlaybackRate);
                    float delta3 = abs(lag_data->server_anim_layers[6].m_flPlaybackRate - lag_data->resolver_anim_layers[2][6].m_flPlaybackRate);

                    if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f)) {
                        if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
                        {
                            lag_data->resolving_method = 1;
                            lag_data->resolving_way = 1;
                            lag_data->animations_updated = true;
                            lag_data->resolved = true;
                            lag_data->last_anims_update_time = interfaces.global_vars->realtime;
                        }
                    }
                    else
                    {
                        lag_data->resolving_method = -1;
                        lag_data->resolving_way = -1;
                        lag_data->animations_updated = true;
                        lag_data->resolved = true;
                        lag_data->last_anims_update_time = interfaces.global_vars->realtime;
                    }
                }
            }
        }
    }
    auto ResolvingAngle = abs(csgo->missedshots[idx - 1] > 2 ? 60 - (35 * csgo->missedshots[idx - 1]) : 60);
    auto ResolvedYaw = Math::NormalizeYaw(player->GetEyeAngles().y + Math::NormalizeYaw(60.f * lag_data->resolving_method));//(lag_data->resolving_method == 0 ? lag_data->no_side : (lag_data->resolving_method > 0 ? lag_data->left_side : lag_data->right_side));//

//   lag_data->latest_angles = player->GetEyeAngles();
//    ResolvedYaw = Math::normalize(ResolvedYaw);

    lag_data->latest_fake.y = player->GetPlayerAnimState()->abs_yaw;
    lag_data->previous_rotation = ResolvedYaw;
    lag_data->previous_angles.y = ResolvedYaw;
    lag_data->previous_angles.x = player->GetEyeAngles().x;

    lag_data->was_shifting = lag_data->is_shifting;
    lag_data->last_simtime = player->GetSimulationTime();
    player->GetPlayerAnimState()->m_flGoalFeetYaw = ResolvedYaw;

    if (!player->IsDormant())
    {
        if (lag_data <= 0)
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y - 60;
        else
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y + 60;

        for (; player->GetPlayerAnimState()->m_flGoalFeetYaw > 180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw - 360)
            ;
        for (; player->GetPlayerAnimState()->m_flGoalFeetYaw < -180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw + 360)
            ;
    }
    else
        if (lag_data >= 0)
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y + 60;
        else
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y - 60;

    for (; player->GetPlayerAnimState()->m_flGoalFeetYaw > 180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw - 360)
        ;
    for (; player->GetPlayerAnimState()->m_flGoalFeetYaw < -180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw + 360)
        ;
}

float AngleDiff(float destAngle, float srcAngle) {
    float delta;

    delta = fmodf(destAngle - srcAngle, 360.0f);
    if (destAngle > srcAngle) {
        if (delta >= 180)
            delta -= 360;
    }
    else {
        if (delta <= -180)
            delta += 360;
    }
    return delta;
}
Код:
.h 
#include "Autowall.h"
#include "AnimationFix.h"
struct tick_record;
class ShotSnapshot
{
public:
    IBasePlayer* entity;
    string hitbox_where_shot;
    string resolver;
    float time;
    float first_processed_time;
    bool weapon_fire, bullet_impact;
    int hitgroup_hit;
    int damage;
    int hitbox;
    animation* record;
    Vector eyeangles, impact, start;
    int backtrack;
    matrix* pMat;

    string get_info();

};
extern std::vector<ShotSnapshot> shot_snapshots;
extern bool CanHitHitbox(const Vector start, const Vector end, animation* _animation, studiohdr_t* hdr, int box);
struct CLastHitted {
    int hitbox, point_id;
animation anims;
};
struct AutostopInfo
{
    float call_time;
    bool did_stop;
};
external AutostopInfo& get_autostop_info();
class Ragebot : public Singleton<Ragebot>
{
public:
    animation backup_anims[65];
    void BackupPlayer(animation*);
    void SetAnims(animation*);
    void RestorePlayer(animation*);
    Vector HeadScan(animation* backshoot, int& hitbox, float& best_damage, float min_dmg);
Vector PrimaryScan (animation, int and hitbox, float, float and best_damage, float min_dmg);
    CWeaponConfig CurrentSettings();
    bool shouldIgnoreLimbs(IBasePlayer* pEnt);
    std::vector<int> GetHitboxesToScan(IBasePlayer*);
    std::vector<Vector> GetMultipoints(IBasePlayer*, int, matrix[128]);
Vector FullScan (animation, int and hitbox, float, float and best_damage, float min_dmg);
    Vector GetPoint(IBasePlayer* pBaseEntity, int iHitbox, matrix BoneMatrix[128]);
    int GetCurrentPriorityHitbox(IBasePlayer* pEntity, int iHitbox, matrix BoneMatrix[128]);
    int GetTicksToShoot();
    int GetTicksToStop();
    bool HoldFiringAnimation();
    void BigFastStop();
    void FastStop();
    Vector GetVisualHitbox(IBasePlayer* ent, int ihitbox);
    Vector GetAimVector(IBasePlayer*, float&, Vector&, animation*&, int&);
    bool Hitchance(Vector, bool, animation*, int&);
bool AccuracyBoost (Vector Aimpoint, bool backtrack, animation best, int and hitbox);
dynamicHitchance bool (Vector Aimpoint, bool backtrack, animation best, int and hitbox);
    bool IsAbleToShoot();
    void DropTarget();
    int target_index = -1;
    float best_distance;
    bool did_dt;
    bool aimbotted_in_current_tick;
    bool fired_in_that_tick;
    float current_aim_simulationtime;
    int current_minusticks;
    Vector current_aim_position;
    bool lby_backtrack;
    Vector current_aim_player_origin;
    bool shot;
    bool Shooting;
    Vector Target;
    bool hitchanced;
    bool fired;
    Vector Angles;
    void Run();
    bool last_tick_shooted;
    bool target_lethal;
    bool Shooted[65];
    bool Hitted[65];
    matrix BoneMatrix[128];
    int GetCurrentPriorityHitbox(IBasePlayer* pEntity);
    bool HeadAiming;
    animation* target_anims;
    ShotSnapshot last_hitted[65];
    Vector last_shot_angle;
    float LerpTime();
    clock_t last_shot_tick;
    void DrawCapsule(animation*);
};
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
ебаный рот этих паблик ресольвер
 
09-29-2022 Thu 18:48:59
Эксперт
Статус
Оффлайн
Регистрация
28 Ноя 2019
Сообщения
1,212
Реакции[?]
408
Поинты[?]
105K
meme resolver bully me harder please

Код:
void CResolver::CLBYRECORD::store(IBasePlayer* entity)
{
    lby = entity->GetBody();
    speed = entity->GetVelocity().Length();
}

float CResolver::get_average_moving_lby(const int& entindex, const float& accuracy)
{
    auto logs = move_logs[entindex];

    if (logs.empty())
        return 1337.f;

    auto ilogs = logs.size() - 1;

    if (ilogs > 12)
        logs.resize(12);

    float piska = 0.f;

    for (auto siski : logs)
        piska += siski.lby;

    return Math::NormalizeYaw(piska / ilogs);
}

float CResolver::sub_59B13C30(CCSGOPlayerAnimState* nn)
{
    if (nn->m_pBaseEntity != csgo->local) {
        float v1; // xmm0_4
        float v2; // xmm1_4
        float v3; // xmm0_4
        int v4; // eax
        float v5; // xmm4_4
        float v6; // xmm2_4
        float v7; // xmm0_4
        int v8; // eax
        float v10; // [esp+0h] [ebp-Ch]
        float v11; // [esp+4h] [ebp-8h]

        v1 = nn->feet_speed;
        v2 = 1.0;
        v10 = 0.0;
        v11 = v1;
        if (v1 <= 1.f)
        {
            v4 = v10;
            if (v1 >= 0.0)
                v4 = v11;
            v3 = v4;
        }
        else
            v3 = 1.f;

        v5 = nn->m_fDuckAmount;
        v6 = ((nn->m_flStopToFullRunningFraction * -0.30000001f) - 0.19999999f) * v3 + 1.0f;
        if (v5 > 0.0)
        {
            v7 = nn->feet_shit;
            v11 = 0.0;
            v10 = v7;
            if (v7 <= 1.0)
            {
                v8 = v11;
                if (v7 >= 0.0)
                    v8 = v10;
                v2 = v8;
            }
            v6 = v6 + (float)((float)(v2 * v5) * (float)(0.5f - v6));
        }

        return (nn->max_yaw * v6);
    }

}

bool CResolver::compare_delta(float v1, float v2, float Tolerance)
{
    v1 = Math::NormalizeYaw(v1);
    v2 = Math::NormalizeYaw(v2);

    if (fabs(Math::AngleDiff(v1, v2)) <= Tolerance)
        return true;

    return false;
}

std::unordered_map <int, float> old_static_yaw = {};
std::unordered_map <int, int> prev_rotation = {};

void CResolver::on_real_angle_arrive(IBasePlayer* m_player, resolver_records* resolve_data, float real_yaw)
{
    if (fabs(resolve_data->last_shot_time - interfaces.global_vars->realtime) > 0.1f)
        resolve_data->latest_delta_used = Math::AngleDiff(resolve_data->latest_fake.y, real_yaw);

    //resolve_data->is_velocity_angle_fine    = (resolve_data->last_speed > 0.1f && fabs(Math::AngleDiff(real_yaw, resolve_data->last_velocity_angle)) < 45.f);
    resolve_data->is_using_static = fabs(fabs(resolve_data->latest_delta_used) - resolve_data->current_tick_max_delta) > 10.f;// && fabs(Math::AngleDiff(real_yaw, resolve_data->last_lby)) < 70.f;
    resolve_data->had_fake =
        resolve_data->fakeangles = (fabs(Math::AngleDiff(resolve_data->latest_fake.y, real_yaw)) > 5.f || fabs(Math::AngleDiff(resolve_data->latest_angles.y, real_yaw)) > 5.f);
}

bool CResolver::resolve_freestand(IBasePlayer* m_player, resolver_records* resolve, CCSGOPlayerAnimState* state, float& step)
{
    const auto freestanding_record = resolve->freestanding_record;

    //const float at_target_yaw = Math::CalcAngle(cheat::main::local()->m_vecOrigin(), m_player->m_vecOrigin()).y;

    if ((freestanding_record.left_damage >= 1.0f && freestanding_record.right_damage >= 1.0f) || resolve->did_shot_this_tick/* || (int(freestanding_record.left_damage * 1000.f) == int(freestanding_record.right_damage * 1000.f))*/)
        return false;

    //if (cheat::features::aaa.compare_delta(fabs(at_target_yaw + 90.f), fabs(state->eye_yaw), 40.f))
    //{
    //    step = -1.f;
    //}
    //else
    //{
    //    //if (int(freestanding_record.left_damage * 1000.f) > int(freestanding_record.right_damage * 1000.f))
    //    //    step = -1.f;
    //    //else
    //    //    step = 1.f;

    //if (freestanding_record.right_damage < 1.0f)
    //    step = 1.f;
    //if (freestanding_record.left_damage < 1.0f)
    //    step = -1.f;
    if (freestanding_record.right_damage < freestanding_record.left_damage)
        step = 1.f;
    else
        step = -1.f;
    //}

    return true;
}


//C_AnimationLayer CResolver::get_animation_layer(C_AnimationLayer* animlayers, int number)
//{
//    auto cur_layer = animlayers[0];
//    auto cnumber = 0;
//    while (cur_layer.m_nOrder != number)
//    {
//        ++cnumber;
//
//        cur_layer = animlayers[cnumber];
//
//        if (cnumber >= 13)
//            return animlayers[number];
//    }
//
//    return animlayers[cnumber];
//}

template< class T, class Y >
FORCEINLINE T clamp(T const& val, Y const& minVal, Y const& maxVal)
{
    if (val < (T const&)minVal)
        return (T const&)minVal;
    else if (val > (T const&)maxVal)
        return (T const&)maxVal;
    else
        return val;
}

void CResolver::Do2(IBasePlayer* player, int& history)
{

    auto idx = player->EntIndex() - 1;

    if (csgo->firedshots[idx] < 0)
        csgo->firedshots[idx] = 0;

    if (history < 0)
        history = 0;

    if (!vars.ragebot.resolver2) return;

    auto lag_data = &player_resolver_records[idx];
  //  auto history_data = &cheat::features::lagcomp.records[idx].m_Tickrecords;

    lag_data->resolved_yaw = player->GetPlayerAnimState()->abs_yaw;
    lag_data->animations_updated = false;


    lag_data->current_tick_max_delta = fabs(sub_59B13C30(player->GetPlayerAnimState()));

    CCSGOPlayerAnimState animstate_backup;

    if (lag_data->did_shot_this_tick && player->GetWeapon())
        lag_data->last_shot_time = player->GetWeapon()->LastShotTime();

    memcpy(&animstate_backup, player->GetPlayerAnimState(), 0x344);

  //  if (lag_data->last_simtime == player->GetSimulationTime() && lag_data->previous_angles = player->GetEyeAngles())
    {
//   if (lag_data->previous_angles.x > 0)
  //      player->GetEyeAngles() = lag_data->previous_angles;
    }

    auto lol = Math::NormalizeYaw(player->GetEyeAngles().x - lag_data->previous_angles.x);

  //  if (fabs(lol) > 79.f)
  //  {
  //  if (lag_data->previous_angles.x > player->GetEyeAngles().x)
   //     player->EyeAngles() = lag_data->previous_angles;
  //  }

    //player->GetEyeAngles() = std::clamp(player->GetEyeAngles().x, -89.f, 89.f);
  //  player->GetEyeAngles.x = 89.f;

    auto delta = Math::AngleDiff(player->GetEyeAngles().y, player->GetPlayerAnimState()->abs_yaw);

    memcpy(player->GetPlayerAnimState(), &animstate_backup, 0x344);

    auto current_velocity_angle = RAD2DEG(atan2(player->GetVelocity().y, player->GetVelocity().x));

    //if (state->m_flSpeed2D <= 0.1f || ((history > 0 && ((history % 5) > 3 || (history % 5) == 0))))
    //    lag_data->max_delta = ((((interfaces.global_vars->realtime - lag_data->last_time_balanced) < 1.5f) || !isUsingStatic) && isDesyncing);

    float lby = player->GetBody();

    float step = 60.f;(history % 3 == 1 ? (lag_data->current_tick_max_delta * 0.67f) : lag_data->current_tick_max_delta);

    lag_data->resolving_method = 0;
    auto at_targ = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;
    auto delta_from_bw = Math::AngleDiff(at_targ + 180.f, player->GetPlayerAnimState()->abs_yaw);
    auto vdelta_from_bw = Math::AngleDiff(at_targ + 180.f, current_velocity_angle);
    auto is_backwards = fabs(delta_from_bw) < 70.f;
    float start_angle = player->GetEyeAngles().y;

   // auto eye_tick_delta = fabs(Math::normalize_angle(player->m_angEyeAngles().y - history_data->front().eye_angles.y));

   // float ResolvedYaw = state->abs_yaw;

    lag_data->abs_yaw_delta = Math::NormalizeYaw(player->GetEyeAngles().y - player->GetAbsAngles().y);
    lag_data->lby_delta = Math::NormalizeYaw(player->GetBody() - player->GetEyeAngles().y);

    if (lag_data->abs_yaw_delta != lag_data->last_abs_yaw_delta)
    {
        if (lag_data->last_abs_yaw_delta != 0.0f)
            lag_data->last_abs_yaw_delta_change = interfaces.global_vars->realtime;

        if (lag_data->abs_yaw_delta > lag_data->current_tick_max_delta)
            lag_data->last_abs_yaw_delta_60 = interfaces.global_vars->realtime;

        lag_data->last_abs_yaw_delta = lag_data->abs_yaw_delta;
    }
    if (!vars.ragebot.resolver2) return;
    {
        auto speed = player->GetVelocity().Length2D();

        if (player->GetFlags() & FL_ONGROUND)
        {
            if (speed < 0.1f)
            {
                auto delta = Math::AngleDiff(player->GetEyeAngles().y, lag_data->no_side);

                if (lag_data->server_anim_layers[3].m_flWeight == 0.0f && lag_data->server_anim_layers[3].m_flCycle == 0.0f) {
                    lag_data->resolving_way = Math::clamp((2 * (delta <= 0.f) - 1), -1, 1);// copysign(1, delta);
                    lag_data->animations_updated = true;
                }
            }
            else if (!int(lag_data->server_anim_layers[12].m_flWeight * 1000.f))//(lag_data->server_anim_layers[6].m_flWeight * 1000.f) == (history_data->at(0).anim_layers[6].m_flWeight * 1000.f))
            {
                //2 = -1; 3 = 1; 1 = fake;
                if (int(lag_data->server_anim_layers[6].m_flWeight * 1000.f) == int(lag_data->preserver_anim_layers[6].m_flWeight * 1000.f))
                {
                    float delta1 = abs(lag_data->server_anim_layers[6].m_flPlaybackRate - lag_data->resolver_anim_layers[0][6].m_flPlaybackRate);
                    float delta2 = abs(lag_data->server_anim_layers[6].m_flPlaybackRate - lag_data->resolver_anim_layers[1][6].m_flPlaybackRate);
                    float delta3 = abs(lag_data->server_anim_layers[6].m_flPlaybackRate - lag_data->resolver_anim_layers[2][6].m_flPlaybackRate);

                    if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f)) {
                        if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
                        {
                            lag_data->resolving_method = 1;
                            lag_data->resolving_way = 1;
                            lag_data->animations_updated = true;
                            lag_data->resolved = true;
                            lag_data->last_anims_update_time = interfaces.global_vars->realtime;
                        }
                    }
                    else
                    {
                        lag_data->resolving_method = -1;
                        lag_data->resolving_way = -1;
                        lag_data->animations_updated = true;
                        lag_data->resolved = true;
                        lag_data->last_anims_update_time = interfaces.global_vars->realtime;
                    }
                }
            }
        }
    }
    auto ResolvingAngle = abs(csgo->missedshots[idx - 1] > 2 ? 60 - (35 * csgo->missedshots[idx - 1]) : 60);
    auto ResolvedYaw = Math::NormalizeYaw(player->GetEyeAngles().y + Math::NormalizeYaw(60.f * lag_data->resolving_method));//(lag_data->resolving_method == 0 ? lag_data->no_side : (lag_data->resolving_method > 0 ? lag_data->left_side : lag_data->right_side));//

//   lag_data->latest_angles = player->GetEyeAngles();
//    ResolvedYaw = Math::normalize(ResolvedYaw);

    lag_data->latest_fake.y = player->GetPlayerAnimState()->abs_yaw;
    lag_data->previous_rotation = ResolvedYaw;
    lag_data->previous_angles.y = ResolvedYaw;
    lag_data->previous_angles.x = player->GetEyeAngles().x;

    lag_data->was_shifting = lag_data->is_shifting;
    lag_data->last_simtime = player->GetSimulationTime();
    player->GetPlayerAnimState()->m_flGoalFeetYaw = ResolvedYaw;

    if (!player->IsDormant())
    {
        if (lag_data <= 0)
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y - 60;
        else
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y + 60;

        for (; player->GetPlayerAnimState()->m_flGoalFeetYaw > 180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw - 360)
            ;
        for (; player->GetPlayerAnimState()->m_flGoalFeetYaw < -180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw + 360)
            ;
    }
    else
        if (lag_data >= 0)
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y + 60;
        else
            player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetEyeAngles().y - 60;

    for (; player->GetPlayerAnimState()->m_flGoalFeetYaw > 180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw - 360)
        ;
    for (; player->GetPlayerAnimState()->m_flGoalFeetYaw < -180.0f; player->GetPlayerAnimState()->m_flGoalFeetYaw = player->GetPlayerAnimState()->m_flGoalFeetYaw + 360)
        ;
}

float AngleDiff(float destAngle, float srcAngle) {
    float delta;

    delta = fmodf(destAngle - srcAngle, 360.0f);
    if (destAngle > srcAngle) {
        if (delta >= 180)
            delta -= 360;
    }
    else {
        if (delta <= -180)
            delta += 360;
    }
    return delta;
}
ебать такой мусор так еще и названия переменных...
 
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//all
 
09-29-2022 Thu 18:48:59
Эксперт
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Арбитр
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Я конечно всякое видел, но такое. Это прям жесть.
 
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// removed because antipasta
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lgwjjessdh9wrmo9amzu.png

опять ресик на weave
 
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1605066722129.png
 
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