Исходник Resolver for gideon

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Ну да, резольвер под гидеон, ну а хуле ты мне сделаешь?

Resolver.cpp
C++:
#include "Resolver.h"
#include "../../Utility/Utilities.h"
#include "CAutoWall.h"
#define M_RADPI 57.295779513082f
#define TIME_TO_TICKS( dt )        ( (int)( 0.5 + (float)(dt) / Interfaces::Globals->interval_per_tick ) )
#define TICKS_TO_TIME( t )        ( Interfaces::Globals->interval_per_tick *( t ) )
c_autowall* autow;
static float GRD_TO_BOG(float GRD) {
    return (M_PI / 180) * GRD;
}
inline float clamp_yaw(float yaw)
{
    while (yaw > 180.f)
        yaw -= 360.f;
    while (yaw < -180.f)
        yaw += 360.f;
    return yaw;
}
float MaxDelta(CBaseEntity* pEnt) {

    auto animstate = uintptr_t(pEnt->GetAnimState());

    float duckammount = *(float*)(animstate + 0xA4);
    float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));

    float speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));

    float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001f) - 0.19999999f)* speedfraction;
    float unk2 = unk1 + 1.f;
    float unk3;

    if (duckammount > 0) {
        unk2 += ((duckammount * speedfactor) * (0.5f - unk2));
    }

    unk3 = *(float*)(animstate + 0x334) * unk2;

    return unk3;
}
float normalize_yaw(float f)
{
    if (std::isnan(f) || std::isinf(f))
        f = 0.0f;

    if (f > 9999999.0f)
        f = 0.0f;

    if (f < -9999999.0f)
        f = 0.0f;

    while (f < -180.0f)
        f += 360.0f;

    while (f > 180.0f)
        f -= 360.0f;

    return f;
}
bool IsKnife31()
{
    auto wep = G::LocalPlayer->GetActiveWeapon();
    if (wep == nullptr) return false;
    int id = wep->GetItemDefenitionIndex();
    static const std::vector<int> v = { WEAPON_BAYONET, WEAPON_KNIFE_SURVIVAL_BOWIE, WEAPON_KNIFE_BUTTERFLY, WEAPON_KNIFE_FALCHION, WEAPON_KNIFE_FLIP, WEAPON_KNIFE_GUT, WEAPON_KNIFE_KARAMBIT, WEAPON_KNIFE_M9_BAYONET, WEAPON_KNIFE_PUSH, WEAPON_KNIFE_TACTICAL , WEAPON_KNIFE, WEAPON_KNIFE_T, WEAPON_KNIFEGG };
    return (std::find(v.begin(), v.end(), id) != v.end());
}
bool IsWeaponGrenade2()
{
    auto wep = G::LocalPlayer->GetActiveWeapon();
    if (wep == nullptr) return false;
    int id = wep->GetItemDefenitionIndex();
    static const std::vector<int> v = { WEAPON_FLASHBANG,WEAPON_HEGRENADE,WEAPON_SMOKEGRENADE,WEAPON_MOLOTOV,WEAPON_DECOY,WEAPON_INCGRENADE };
    return (std::find(v.begin(), v.end(), id) != v.end());
}
void c_resolver::Resolver(CBaseEntity* player)
{
    if (!c_config::get()->b["rage_resolver"])
        return;

    static float oldSimtime[65];
    static float storedSimtime[65];
    static float ShotTime[65];
    static float SideTime[65][3];
    static int LastDesyncSide[65];
    static bool Delaying[65];
    static CAnimationLayer StoredLayers[64][15];
    static CBaseAnimState* StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)player + 0x2774);
    bool update = false;
    bool shot = false;

    static bool jittering[65];

    auto* AnimState = player->GetAnimState();
    if (!AnimState || !player->GetAnimOverlays() || !PosParams)
        return;

    auto RemapVal = [](float val, float A, float B, float C, float D) -> float
    {
        if (A == B)
            return val >= B ? D : C;
        return C + (D - C) * (val - A) / (B - A);
    };

    if (storedSimtime[player->GetIndex()] != player->GetSimTime())
    {
        jittering[player->GetIndex()] = false;
        player->clientsideanim();
        player->UpdateClientSideAnimation();

        memcpy(StoredPosParams[player->GetIndex()], PosParams, sizeof(float) * 24);
        memcpy(StoredLayers[player->GetIndex()], player->GetAnimOverlays(), (sizeof(CAnimationLayer) * player->GetNumAnimOverlays()));

        oldGoalfeetYaw[player->GetIndex()] = AnimState->m_flGoalFeetYaw;

        auto pWeapon = G::LocalPlayer->GetActiveWeapon();
        if (!pWeapon)
            return;

        if (player->GetActiveWeapon() && IsKnife31() || IsWeaponGrenade2())
        {
            if (ShotTime[player->GetIndex()] != player->GetActiveWeapon()->GetLastShotTime())
            {
                shot = true;
                ShotTime[player->GetIndex()] = player->GetActiveWeapon()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[player->GetIndex()] = 0.f;
        }

        float angToLocal = normalize_yaw(calculate_angle(G::LocalPlayer->GetOrigin(), player->GetOrigin()).y);

        float Back = normalize_yaw(angToLocal);
        float DesyncFix = 0;
        float Resim = normalize_yaw((0.24f / (player->GetSimTime() - oldSimtime[player->GetIndex()])) * (oldEyeAngles[player->GetIndex()].y - player->GetEyeAngles().y));

        if (Resim > MaxDelta(player))
            Resim = MaxDelta(player);
        if (Resim < -MaxDelta(player))
            Resim = -MaxDelta(player);

        if (player->GetVelocity().Length2D() > 0.5f && !shot)
        {
            float Delta = normalize_yaw(normalize_yaw(calculate_angle(Vector(0, 0, 0), player->GetVelocity()).y) - normalize_yaw(normalize_yaw(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim));

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[player->GetIndex()][1] = Interfaces::Globals->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[player->GetIndex()][2] = Interfaces::Globals->curtime;
            }

            if (LastDesyncSide[player->GetIndex()] == 1)
            {
                Resim += (MaxDelta(player) - Resim);
                DesyncFix += (MaxDelta(player) - Resim);
            }
            if (LastDesyncSide[player->GetIndex()] == 2)
            {
                Resim += (-MaxDelta(player) - Resim);
                DesyncFix += (-MaxDelta(player) - Resim);
            }

            if (LastDesyncSide[player->GetIndex()] != CurrentSide)
            {
                Delaying[player->GetIndex()] = true;

                if (.5f < (Interfaces::Globals->curtime - SideTime[player->GetIndex()][LastDesyncSide[player->GetIndex()]]))
                {
                    LastDesyncSide[player->GetIndex()] = CurrentSide;
                    Delaying[player->GetIndex()] = false;
                }
            }

            if (!Delaying[player->GetIndex()])
                LastDesyncSide[player->GetIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = UseFreestandAngle[player->GetIndex()] ? normalize_yaw(Back + FreestandAngle[player->GetIndex()]) : player->GetLowerBodyYaw();

            float Delta = normalize_yaw(normalize_yaw(Brute - normalize_yaw(normalize_yaw(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

            if (Delta > MaxDelta(player))
                Delta = MaxDelta(player);
            if (Delta < -MaxDelta(player))
                Delta = -MaxDelta(player);

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > MaxDelta(player))
                Resim = MaxDelta(player);
            if (Resim < -MaxDelta(player))
                Resim = -MaxDelta(player);
        }

        float Equalized = normalize_yaw(normalize_yaw(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim);

        float JitterDelta = fabs(normalize_yaw(oldEyeAngles[player->GetIndex()].y - player->GetEyeAngles().y));

        if (JitterDelta >= 70.f && !shot)
            jittering[player->GetIndex()] = true;

        if (player != G::LocalPlayer && player->GetTeam() != G::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && c_config::get()->b["rage_resolver"])
        {
            if (jittering[player->GetIndex()])
                AnimState->m_flGoalFeetYaw = normalize_yaw(player->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

            player->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);
        }

        StoredAnimState[player->GetIndex()] = AnimState;

        oldEyeAngles[player->GetIndex()] = player->GetEyeAngles();

        oldSimtime[player->GetIndex()] = storedSimtime[player->GetIndex()];

        storedSimtime[player->GetIndex()] = player->GetSimTime();

        update = true;
    }

    player->clientsideanim();

    /*if (player != G::LocalPlayer && player->GetTeam() != G::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        player->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);*/

    AnimState = StoredAnimState[player->GetIndex()];

    memcpy((void*)PosParams, &StoredPosParams[player->GetIndex()], (sizeof(float) * 24));
    memcpy(player->GetAnimOverlays(), StoredLayers[player->GetIndex()], (sizeof(CAnimationLayer) * player->GetNumAnimOverlays()));

    if (player != G::LocalPlayer && player->GetTeam() != G::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && c_config::get()->b["rage_resolver"] && jittering[player->GetIndex()])
        player->SetAbsAngles(Vector(0, player->GetEyeAngles().y, 0));
    else
        player->SetAbsAngles(Vector(0, oldGoalfeetYaw[player->GetIndex()], 0));

    /*if (player == G::LocalPlayer && player->GetVelocity().Length2D() < 45.f && !(g::IsSlowwalking || g::IsFakewalking))
    {
        AnimState->m_flUnknownFraction = 0.f;
        AnimState->m_flLeanAmount = 0.f;
        G::LocalPlayer->SetSequence(0);
        if (g_Menu.Config.ShowAccurateLby)
            player->SetLowerBodyYaw(player->GetEyeAngles().y);
        player->ClientAnimations(false);
    }*/

    * reinterpret_cast<int*>(uintptr_t(player) + 0xA30) = Interfaces::Globals->framecount;
    *reinterpret_cast<int*>(uintptr_t(player) + 0xA28) = 0;
}

void c_resolver::OnCreateMove() // cancer v2
{
    if (!c_config::get()->b["rage_resolver"])
        return;

    if (!G::LocalPlayer->IsAlive())
        return;

    auto pWeapon = G::LocalPlayer->GetActiveWeapon();
    if (!pWeapon)
        return;

    if (!G::LocalPlayer->GetActiveWeapon() || IsKnife31 || IsWeaponGrenade2)
        return;

    for (int i = 1; i < Interfaces::Engine->GetMaxClients(); ++i)
    {
        CBaseEntity* pPlayerEntity = Interfaces::EntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive()
            || pPlayerEntity->IsDormant()
            || pPlayerEntity == G::LocalPlayer
            || pPlayerEntity->GetTeam() == G::LocalPlayer->GetTeam())
        {
            UseFreestandAngle[i] = false;
            continue;
        }

        if (abs(pPlayerEntity->GetVelocity().Length2D()) > 29.f)
            UseFreestandAngle[pPlayerEntity->GetIndex()] = false;

        if (abs(pPlayerEntity->GetVelocity().Length2D()) <= 29.f && !UseFreestandAngle[pPlayerEntity->GetIndex()])
        {
            bool Autowalled = false, HitSide1 = false, HitSide2 = false;

            float angToLocal = calculate_angle(G::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = G::LocalPlayer->GetOrigin() + Vector(0, 0, 90);

            Vector2D Side1 = { (45 * sin(GRD_TO_BOG(angToLocal))),(45 * cos(GRD_TO_BOG(angToLocal))) };
            Vector2D Side2 = { (45 * sin(GRD_TO_BOG(angToLocal + 180))) ,(45 * cos(GRD_TO_BOG(angToLocal + 180))) };

            Vector2D Side3 = { (50 * sin(GRD_TO_BOG(angToLocal))),(50 * cos(GRD_TO_BOG(angToLocal))) };
            Vector2D Side4 = { (50 * sin(GRD_TO_BOG(angToLocal + 180))) ,(50 * cos(GRD_TO_BOG(angToLocal + 180))) };

            Vector Origin = pPlayerEntity->GetOrigin();

            Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

            Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

            for (int side = 0; side < 2; side++)
            {
                Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x,  Origin.y - OriginLeftRight[side].y , Origin.z + 90 };
                Vector OriginAutowall2 = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };

                if (autow->CanHitFloatingPoint(OriginAutowall, ViewPoint, pPlayerEntity))
                {
                    if (side == 0)
                    {
                        HitSide1 = true;
                        FreestandAngle[pPlayerEntity->GetIndex()] = 90;
                    }
                    else if (side == 1)
                    {
                        HitSide2 = true;
                        FreestandAngle[pPlayerEntity->GetIndex()] = -90;
                    }

                    Autowalled = true;
                }
                else
                {
                    for (int side222 = 0; side222 < 2; side222++)
                    {
                        Vector OriginAutowall222 = { Origin.x + OriginLeftRight[side222].x,  Origin.y - OriginLeftRight[side222].y , Origin.z + 90 };

                        if (autow->CanHitFloatingPoint(OriginAutowall222, OriginAutowall2, pPlayerEntity))
                        {
                            if (side222 == 0)
                            {
                                HitSide1 = true;
                                FreestandAngle[pPlayerEntity->GetIndex()] = 90;
                            }
                            else if (side222 == 1)
                            {
                                HitSide2 = true;
                                FreestandAngle[pPlayerEntity->GetIndex()] = -90;
                            }

                            Autowalled = true;
                        }
                    }
                }
            }

            if (Autowalled)
            {
                if (HitSide1 && HitSide2)
                    UseFreestandAngle[pPlayerEntity->GetIndex()] = false;
                else
                    UseFreestandAngle[pPlayerEntity->GetIndex()] = true;
            }
        }
    }
}
Resolver.h
C++:
#pragma once
#include "../../singleton.h"
#include "../../Configuration/Config.h"
#include "../../SDK/CBaseEntity.h"

class c_resolver : public singleton<c_resolver>
{
public:
    void run();
    int32_t m_iLayerCount = 0;
    void Resolver(CBaseEntity* player);
    void AnimationFix(CBaseEntity* pEnt);
    void OnCreateMove();
    CAnimationLayer animationLayer[15];
private:
    float anti_freestand(CBaseEntity* e);
    bool ajusting_balance(CBaseEntity* e);
    bool did_store_yaw[65];
    float stored_yaws[65];
    bool UseFreestandAngle[65];
    float FreestandAngle[65];
};
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
if (std::isnan(f) || std::isinf(f))
f = 0.0f;

if (f > 9999999.0f)
f = 0.0f;

if (f < -9999999.0f)
f = 0.0f;

while (f < -180.0f)
f += 360.0f;

while (f > 180.0f)
f -= 360.0f;

return f;
 
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if (std::isnan(f) || std::isinf(f))
f = 0.0f;

if (f > 9999999.0f)
f = 0.0f;

if (f < -9999999.0f)
f = 0.0f;

while (f < -180.0f)
f += 360.0f;

while (f > 180.0f)
f -= 360.0f;

return f;
Небольшая антипаста, для юных кодеров)
 
Хех.......)#манипулятор #кукловод #манипуляция
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Даже ресольвер не поможет этому залупнуму аимботу, его нужно тупо переписать с 0
 
main public enemy
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Блять чувак лепить хуйни из стикрпг хука с "антипастой" в виде клемпа
ВХАХВХАВХАХВХА антипаста на клемп,биг брейн
Так еще и с лютым щит антифристендом
 
Trap
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ну да, резольвер под гидеон, ну а хуле ты мне сделаешь?

Resolver.cpp
C++:
#include "Resolver.h"
#include "../../Utility/Utilities.h"
#include "CAutoWall.h"
#define M_RADPI 57.295779513082f
#define TIME_TO_TICKS( dt )        ( (int)( 0.5 + (float)(dt) / Interfaces::Globals->interval_per_tick ) )
#define TICKS_TO_TIME( t )        ( Interfaces::Globals->interval_per_tick *( t ) )
c_autowall* autow;
static float GRD_TO_BOG(float GRD) {
    return (M_PI / 180) * GRD;
}
inline float clamp_yaw(float yaw)
{
    while (yaw > 180.f)
        yaw -= 360.f;
    while (yaw < -180.f)
        yaw += 360.f;
    return yaw;
}
float MaxDelta(CBaseEntity* pEnt) {

    auto animstate = uintptr_t(pEnt->GetAnimState());

    float duckammount = *(float*)(animstate + 0xA4);
    float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));

    float speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));

    float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001f) - 0.19999999f)* speedfraction;
    float unk2 = unk1 + 1.f;
    float unk3;

    if (duckammount > 0) {
        unk2 += ((duckammount * speedfactor) * (0.5f - unk2));
    }

    unk3 = *(float*)(animstate + 0x334) * unk2;

    return unk3;
}
float normalize_yaw(float f)
{
    if (std::isnan(f) || std::isinf(f))
        f = 0.0f;

    if (f > 9999999.0f)
        f = 0.0f;

    if (f < -9999999.0f)
        f = 0.0f;

    while (f < -180.0f)
        f += 360.0f;

    while (f > 180.0f)
        f -= 360.0f;

    return f;
}
bool IsKnife31()
{
    auto wep = G::LocalPlayer->GetActiveWeapon();
    if (wep == nullptr) return false;
    int id = wep->GetItemDefenitionIndex();
    static const std::vector<int> v = { WEAPON_BAYONET, WEAPON_KNIFE_SURVIVAL_BOWIE, WEAPON_KNIFE_BUTTERFLY, WEAPON_KNIFE_FALCHION, WEAPON_KNIFE_FLIP, WEAPON_KNIFE_GUT, WEAPON_KNIFE_KARAMBIT, WEAPON_KNIFE_M9_BAYONET, WEAPON_KNIFE_PUSH, WEAPON_KNIFE_TACTICAL , WEAPON_KNIFE, WEAPON_KNIFE_T, WEAPON_KNIFEGG };
    return (std::find(v.begin(), v.end(), id) != v.end());
}
bool IsWeaponGrenade2()
{
    auto wep = G::LocalPlayer->GetActiveWeapon();
    if (wep == nullptr) return false;
    int id = wep->GetItemDefenitionIndex();
    static const std::vector<int> v = { WEAPON_FLASHBANG,WEAPON_HEGRENADE,WEAPON_SMOKEGRENADE,WEAPON_MOLOTOV,WEAPON_DECOY,WEAPON_INCGRENADE };
    return (std::find(v.begin(), v.end(), id) != v.end());
}
void c_resolver::Resolver(CBaseEntity* player)
{
    if (!c_config::get()->b["rage_resolver"])
        return;

    static float oldSimtime[65];
    static float storedSimtime[65];
    static float ShotTime[65];
    static float SideTime[65][3];
    static int LastDesyncSide[65];
    static bool Delaying[65];
    static CAnimationLayer StoredLayers[64][15];
    static CBaseAnimState* StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)player + 0x2774);
    bool update = false;
    bool shot = false;

    static bool jittering[65];

    auto* AnimState = player->GetAnimState();
    if (!AnimState || !player->GetAnimOverlays() || !PosParams)
        return;

    auto RemapVal = [](float val, float A, float B, float C, float D) -> float
    {
        if (A == B)
            return val >= B ? D : C;
        return C + (D - C) * (val - A) / (B - A);
    };

    if (storedSimtime[player->GetIndex()] != player->GetSimTime())
    {
        jittering[player->GetIndex()] = false;
        player->clientsideanim();
        player->UpdateClientSideAnimation();

        memcpy(StoredPosParams[player->GetIndex()], PosParams, sizeof(float) * 24);
        memcpy(StoredLayers[player->GetIndex()], player->GetAnimOverlays(), (sizeof(CAnimationLayer) * player->GetNumAnimOverlays()));

        oldGoalfeetYaw[player->GetIndex()] = AnimState->m_flGoalFeetYaw;

        auto pWeapon = G::LocalPlayer->GetActiveWeapon();
        if (!pWeapon)
            return;

        if (player->GetActiveWeapon() && IsKnife31() || IsWeaponGrenade2())
        {
            if (ShotTime[player->GetIndex()] != player->GetActiveWeapon()->GetLastShotTime())
            {
                shot = true;
                ShotTime[player->GetIndex()] = player->GetActiveWeapon()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[player->GetIndex()] = 0.f;
        }

        float angToLocal = normalize_yaw(calculate_angle(G::LocalPlayer->GetOrigin(), player->GetOrigin()).y);

        float Back = normalize_yaw(angToLocal);
        float DesyncFix = 0;
        float Resim = normalize_yaw((0.24f / (player->GetSimTime() - oldSimtime[player->GetIndex()])) * (oldEyeAngles[player->GetIndex()].y - player->GetEyeAngles().y));

        if (Resim > MaxDelta(player))
            Resim = MaxDelta(player);
        if (Resim < -MaxDelta(player))
            Resim = -MaxDelta(player);

        if (player->GetVelocity().Length2D() > 0.5f && !shot)
        {
            float Delta = normalize_yaw(normalize_yaw(calculate_angle(Vector(0, 0, 0), player->GetVelocity()).y) - normalize_yaw(normalize_yaw(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim));

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[player->GetIndex()][1] = Interfaces::Globals->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[player->GetIndex()][2] = Interfaces::Globals->curtime;
            }

            if (LastDesyncSide[player->GetIndex()] == 1)
            {
                Resim += (MaxDelta(player) - Resim);
                DesyncFix += (MaxDelta(player) - Resim);
            }
            if (LastDesyncSide[player->GetIndex()] == 2)
            {
                Resim += (-MaxDelta(player) - Resim);
                DesyncFix += (-MaxDelta(player) - Resim);
            }

            if (LastDesyncSide[player->GetIndex()] != CurrentSide)
            {
                Delaying[player->GetIndex()] = true;

                if (.5f < (Interfaces::Globals->curtime - SideTime[player->GetIndex()][LastDesyncSide[player->GetIndex()]]))
                {
                    LastDesyncSide[player->GetIndex()] = CurrentSide;
                    Delaying[player->GetIndex()] = false;
                }
            }

            if (!Delaying[player->GetIndex()])
                LastDesyncSide[player->GetIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = UseFreestandAngle[player->GetIndex()] ? normalize_yaw(Back + FreestandAngle[player->GetIndex()]) : player->GetLowerBodyYaw();

            float Delta = normalize_yaw(normalize_yaw(Brute - normalize_yaw(normalize_yaw(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

            if (Delta > MaxDelta(player))
                Delta = MaxDelta(player);
            if (Delta < -MaxDelta(player))
                Delta = -MaxDelta(player);

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > MaxDelta(player))
                Resim = MaxDelta(player);
            if (Resim < -MaxDelta(player))
                Resim = -MaxDelta(player);
        }

        float Equalized = normalize_yaw(normalize_yaw(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim);

        float JitterDelta = fabs(normalize_yaw(oldEyeAngles[player->GetIndex()].y - player->GetEyeAngles().y));

        if (JitterDelta >= 70.f && !shot)
            jittering[player->GetIndex()] = true;

        if (player != G::LocalPlayer && player->GetTeam() != G::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && c_config::get()->b["rage_resolver"])
        {
            if (jittering[player->GetIndex()])
                AnimState->m_flGoalFeetYaw = normalize_yaw(player->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

            player->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);
        }

        StoredAnimState[player->GetIndex()] = AnimState;

        oldEyeAngles[player->GetIndex()] = player->GetEyeAngles();

        oldSimtime[player->GetIndex()] = storedSimtime[player->GetIndex()];

        storedSimtime[player->GetIndex()] = player->GetSimTime();

        update = true;
    }

    player->clientsideanim();

    /*if (player != G::LocalPlayer && player->GetTeam() != G::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        player->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);*/

    AnimState = StoredAnimState[player->GetIndex()];

    memcpy((void*)PosParams, &StoredPosParams[player->GetIndex()], (sizeof(float) * 24));
    memcpy(player->GetAnimOverlays(), StoredLayers[player->GetIndex()], (sizeof(CAnimationLayer) * player->GetNumAnimOverlays()));

    if (player != G::LocalPlayer && player->GetTeam() != G::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && c_config::get()->b["rage_resolver"] && jittering[player->GetIndex()])
        player->SetAbsAngles(Vector(0, player->GetEyeAngles().y, 0));
    else
        player->SetAbsAngles(Vector(0, oldGoalfeetYaw[player->GetIndex()], 0));

    /*if (player == G::LocalPlayer && player->GetVelocity().Length2D() < 45.f && !(g::IsSlowwalking || g::IsFakewalking))
    {
        AnimState->m_flUnknownFraction = 0.f;
        AnimState->m_flLeanAmount = 0.f;
        G::LocalPlayer->SetSequence(0);
        if (g_Menu.Config.ShowAccurateLby)
            player->SetLowerBodyYaw(player->GetEyeAngles().y);
        player->ClientAnimations(false);
    }*/

    * reinterpret_cast<int*>(uintptr_t(player) + 0xA30) = Interfaces::Globals->framecount;
    *reinterpret_cast<int*>(uintptr_t(player) + 0xA28) = 0;
}

void c_resolver::OnCreateMove() // cancer v2
{
    if (!c_config::get()->b["rage_resolver"])
        return;

    if (!G::LocalPlayer->IsAlive())
        return;

    auto pWeapon = G::LocalPlayer->GetActiveWeapon();
    if (!pWeapon)
        return;

    if (!G::LocalPlayer->GetActiveWeapon() || IsKnife31 || IsWeaponGrenade2)
        return;

    for (int i = 1; i < Interfaces::Engine->GetMaxClients(); ++i)
    {
        CBaseEntity* pPlayerEntity = Interfaces::EntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive()
            || pPlayerEntity->IsDormant()
            || pPlayerEntity == G::LocalPlayer
            || pPlayerEntity->GetTeam() == G::LocalPlayer->GetTeam())
        {
            UseFreestandAngle[i] = false;
            continue;
        }

        if (abs(pPlayerEntity->GetVelocity().Length2D()) > 29.f)
            UseFreestandAngle[pPlayerEntity->GetIndex()] = false;

        if (abs(pPlayerEntity->GetVelocity().Length2D()) <= 29.f && !UseFreestandAngle[pPlayerEntity->GetIndex()])
        {
            bool Autowalled = false, HitSide1 = false, HitSide2 = false;

            float angToLocal = calculate_angle(G::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = G::LocalPlayer->GetOrigin() + Vector(0, 0, 90);

            Vector2D Side1 = { (45 * sin(GRD_TO_BOG(angToLocal))),(45 * cos(GRD_TO_BOG(angToLocal))) };
            Vector2D Side2 = { (45 * sin(GRD_TO_BOG(angToLocal + 180))) ,(45 * cos(GRD_TO_BOG(angToLocal + 180))) };

            Vector2D Side3 = { (50 * sin(GRD_TO_BOG(angToLocal))),(50 * cos(GRD_TO_BOG(angToLocal))) };
            Vector2D Side4 = { (50 * sin(GRD_TO_BOG(angToLocal + 180))) ,(50 * cos(GRD_TO_BOG(angToLocal + 180))) };

            Vector Origin = pPlayerEntity->GetOrigin();

            Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

            Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

            for (int side = 0; side < 2; side++)
            {
                Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x,  Origin.y - OriginLeftRight[side].y , Origin.z + 90 };
                Vector OriginAutowall2 = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };

                if (autow->CanHitFloatingPoint(OriginAutowall, ViewPoint, pPlayerEntity))
                {
                    if (side == 0)
                    {
                        HitSide1 = true;
                        FreestandAngle[pPlayerEntity->GetIndex()] = 90;
                    }
                    else if (side == 1)
                    {
                        HitSide2 = true;
                        FreestandAngle[pPlayerEntity->GetIndex()] = -90;
                    }

                    Autowalled = true;
                }
                else
                {
                    for (int side222 = 0; side222 < 2; side222++)
                    {
                        Vector OriginAutowall222 = { Origin.x + OriginLeftRight[side222].x,  Origin.y - OriginLeftRight[side222].y , Origin.z + 90 };

                        if (autow->CanHitFloatingPoint(OriginAutowall222, OriginAutowall2, pPlayerEntity))
                        {
                            if (side222 == 0)
                            {
                                HitSide1 = true;
                                FreestandAngle[pPlayerEntity->GetIndex()] = 90;
                            }
                            else if (side222 == 1)
                            {
                                HitSide2 = true;
                                FreestandAngle[pPlayerEntity->GetIndex()] = -90;
                            }

                            Autowalled = true;
                        }
                    }
                }
            }

            if (Autowalled)
            {
                if (HitSide1 && HitSide2)
                    UseFreestandAngle[pPlayerEntity->GetIndex()] = false;
                else
                    UseFreestandAngle[pPlayerEntity->GetIndex()] = true;
            }
        }
    }
}
Resolver.h
C++:
#pragma once
#include "../../singleton.h"
#include "../../Configuration/Config.h"
#include "../../SDK/CBaseEntity.h"

class c_resolver : public singleton<c_resolver>
{
public:
    void run();
    int32_t m_iLayerCount = 0;
    void Resolver(CBaseEntity* player);
    void AnimationFix(CBaseEntity* pEnt);
    void OnCreateMove();
    CAnimationLayer animationLayer[15];
private:
    float anti_freestand(CBaseEntity* e);
    bool ajusting_balance(CBaseEntity* e);
    bool did_store_yaw[65];
    float stored_yaws[65];
    bool UseFreestandAngle[65];
    float FreestandAngle[65];
};
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