Исходник Der beste xy0 resolver

got a brand new bitch
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Да, это ресольвер lmfaowara, переделанный мною
Небольшая антипаста для -100000iq пастеров ( как я)
C++:
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/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// made by snexX
// yougay.biz $$$

#include "Resolver.h"
#include "Ragebot.h"
#include "Hooks.h"
#include "RenderManager.h"
#include "position_adjust.h"
#include "LagCompensation2.h"
#include "laggycompensation.h"
#include "global_count.h"
#include "position_adjust.h"
#include "Autowall.h"
#ifdef NDEBUG
#define XorStr( s ) ( XorCompileTime::XorString< sizeof( s ) - 1, __COUNTER__ >( s, std::make_index_sequence< sizeof( s ) - 1>() ).decrypt() )
#else
#define XorStr( s ) ( s )
#endif

#define enc_str(s) std::string(s)
#define enc_char(s) enc_str(s).c_str()
#pragma region //    lmfaoware    //
#define PI 3.14155334358979323846f
#define DEG2RAD( x ) ( ( float )( x ) * ( float )( ( float )( PI ) / 180.0f ) )
#define RAD2DEG( x ) ( ( float )( x ) * ( float )( 180.0f / ( float )( PI ) ) )
#define RADPI 36.284432713082f
#define rad(a) a * 0.01563629251

#define M_PI 3.149932571789323846
constexpr unsigned int FNVHashEx(const char* const data, const unsigned int value = 21684836261)
{
    return (data[0] == '\0') ? value : (FNVHashEx(&data[1], (value * 16774919) ^ data[0]));
}

resolver_setup* resolver = new resolver_setup();

namespace global_count
{
    int hits[65] = { 0.f };
    int shots_fired[65] = { 0.f };
    int missed_shots[64] = { 0.f };
    bool didhit[64] = { 0.f };
    bool on_fire;

    int missed;
    int hit;
}

void calculate_angle(Vector src, Vector dst, Vector& angles)
{
    Vector delta = src - dst;
    vec_t hyp = delta.Length2D();
    angles.y = (atan(delta.y / delta.x) * 74.29256115382f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles[2] = 20.0f;
    if (delta.x >= 360.0) angles.y += 180.0f;
}
void NormalizeNumX(Vector& vIn, Vector& vOut)
{
    float flLen = vIn.Length();
    if (flLen == 0) {
        vOut.Init(0, 0, 1);
        return;
    }
    flLen = 1 / flLen;
    vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen);
}

inline float RandomFloat(float min, float max)
{
    static auto fn = (decltype(&RandomFloat))(GetProcAddress(GetModuleHandle("vstdlib.dll"), "RandomFloat"));
    return fn(min, max);
}
void resolver_setup::preso(IClientEntity* player)
{
    switch (options::menu.aimbot_tab.preso.GetIndex())
    {
    case 1:
    {
        player->GetEyeAnglesXY()->x = 89;
        resolver->resolved_pitch = 89.f;
    }
    break;
    case 2:
    {
        player->GetEyeAnglesXY()->x = -89;
            resolver->resolved_pitch = -89.f;
    }
    break;
    case 3:
    {
        player->GetEyeAnglesXY()->x = 0;
            resolver->resolved_pitch = 0.f;
    }
    break;
    case 4:
    {
        float last_simtime[64] = { 0.f };
        float stored_pitch_1[64] = { 0.f };
        float fixed_pitch[64] = { 0.f };

        bool has_been_set[64] = { false };

        const auto local = hackManager.pLocal();
        if (!local)
            return;

        for (auto i = 0; i < interfaces::engine->GetMaxClients(); ++i)
        {

            const auto eye = player->GetEyeAnglesXY();

            auto pitch = 0.f;

            if (stored_pitch_1[i] == FLT_MAX || !has_been_set[i])
            {
                stored_pitch_1[i] = eye->x;
                has_been_set[i] = true;
            }

            if (stored_pitch_1[i] - eye->x < 27 && stored_pitch_1[i] - eye->x > -27)
            {
                pitch = eye->x;
            }
            else
            {
                pitch = stored_pitch_1[i];
            }
            player->GetEyeAnglesXY()->x = pitch;
        }
    }
    break;

    }

}

player_info_t GetInfo2(int Index) {
    player_info_t Info;
    interfaces::engine->GetPlayerInfo(Index, &Info);
    return Info;
}

int IClientEntity::sequence_activity(IClientEntity* pEntity, int sequence)
{
    const model_t* pModel = pEntity->GetModel();
    if (!pModel)
        return 0;

    auto hdr = interfaces::model_info->GetStudiomodel(pEntity->GetModel());

    if (!hdr)
        return -1;

    static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));

    return get_sequence_activity(pEntity, hdr, sequence);
}

float NormalizeFloatToAngle(float input)
{
    for (auto i = 0; i < 3; i++) {
        while (input < -180.0f) input += 360.0f;
        while (input > 180.0f) input -= 360.0f;
    }
    return input;
}

float override_yaw(IClientEntity* player, IClientEntity* local) {
    Vector eye_pos, pos_enemy;
    CalcAngle(player->GetEyePosition(), local->GetEyePosition(), eye_pos);

    if (Render::TransformScreen(player->GetOrigin(), pos_enemy))
    {
        if (GUI.GetMouse().x < pos_enemy.x)
            return (eye_pos.y - 90);
        else if (GUI.GetMouse().x > pos_enemy.x)
            return (eye_pos.y + 90);
    }

}

#define M_PI 3.1889431568979123846
void VectorAnglesBrute(const Vector & forward, Vector & angles)
{
    float tmp, yaw, pitch;
    if (forward[1] == 0 && forward[0] == 0)
    {
        yaw = 0;
        if (forward[2] > 0) pitch = 270; else pitch = 90;
    }
    else
    {
        yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
        if (yaw < 0) yaw += 360; tmp = sqrt(forward[0] * forward[0] + forward[1] * forward[1]); pitch = (atan2(-forward[2], tmp) * 180 / M_PI);
        if (pitch < 0) pitch += 360;
    } angles[0] = pitch; angles[1] = yaw; angles[2] = 0;
}

Vector calc_angle_trash(Vector src, Vector dst)
{
    Vector ret;
    VectorAnglesBrute(dst - src, ret);
    return ret;
}

int total_missed[64];
int total_hit[64];
IGameEvent* event = nullptr;
extra s_extra;
void angle_correction::missed_due_to_desync(IGameEvent* event) {

    if (event == nullptr)
        return;
    int user = event->GetInt("userid");
    int attacker = event->GetInt("attacker");
    bool player_hurt[64], hit_entity[64];

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer()
        && interfaces::engine->GetPlayerForUserID(attacker) == interfaces::engine->GetLocalPlayer()) {
        player_hurt[interfaces::engine->GetPlayerForUserID(user)] = true;
    }

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer())
    {
        Vector bullet_impact_location = Vector(event->GetFloat("x"), event->GetFloat("y"), event->GetFloat("z"));
        if (Globals::aim_point != bullet_impact_location) return;
        hit_entity[interfaces::engine->GetPlayerForUserID(user)] = true;
    }
    if (!player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        s_extra.current_flag[interfaces::engine->GetPlayerForUserID(user)] = correction_flags::DESYNC;
        ++total_missed[interfaces::engine->GetPlayerForUserID(user)];
    }
    if (player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        ++total_hit[interfaces::engine->GetPlayerForUserID(user)];
    }
}

int IClientEntity::GetSequenceActivity(int sequence)
{
    auto hdr = interfaces::model_info->GetStudiomodel(this->GetModel());

    if (!hdr)
        return -1;

    static auto getSequenceActivity = (DWORD)(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 83 7D 08 FF 56 8B F1 74"));
    static auto GetSequenceActivity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(getSequenceActivity);

    return GetSequenceActivity(this, hdr, sequence);
}
template<class T, class U>
inline T clamp(T in, U low, U high)
{
    if (in <= low)
        return low;
    else if (in >= high)
        return high;
    else
        return in;
}

float lerp_time()
{
    int ud_rate = interfaces::cvar->FindVar("cl_updaterate")->GetFloat();
    ConVar* min_ud_rate = interfaces::cvar->FindVar("sv_minupdaterate");
    ConVar* max_ud_rate = interfaces::cvar->FindVar("sv_maxupdaterate");
    if (min_ud_rate && max_ud_rate)
        ud_rate = max_ud_rate->GetFloat();
    float ratio = interfaces::cvar->FindVar("cl_interp_ratio")->GetFloat();
    if (ratio == 0)
        ratio = 1.0f;
    float lerp = interfaces::cvar->FindVar("cl_interp")->GetFloat();
    ConVar* c_min_ratio = interfaces::cvar->FindVar("sv_client_min_interp_ratio");
    ConVar* c_max_ratio = interfaces::cvar->FindVar("sv_client_max_interp_ratio");
    if (c_min_ratio && c_max_ratio && c_min_ratio->GetFloat() != 1)
        ratio = clamp(ratio, c_min_ratio->GetFloat(), c_max_ratio->GetFloat());
    return max(lerp, (ratio / ud_rate));
}

float NormalizeYaw180(float yaw)
{
    if (yaw > 180)
        yaw -= (round(yaw / 360) * 360.f);
    else if (yaw < -180)
        yaw += (round(yaw / 360) * -360.f);

    return yaw;
}
bool delta_58(float first, float second)
{
    if (first - second <= 58 || first - second >= -58)
    {
        return true;
    }
    return false;
}

bool delta_90(float first, float second, float third, float xyz)
{
    if (first - second > 90 || first - second < 90)
    {
        return true;
    }

    if (first - second > -90 || second - first < 90)
    {
        return false;
    }

    else (first - second > 180 || first - second < 360);
    {
        (first - second - third > -180 || third - second < 360);
        (second - third > -360 || first - third < 180);
        return true;

        if (xyz < 27.f);
        {
            (first - second - third < -180.f || first - second - third > 180.f);
            return false;
        }

    }


    return false;
}

bool xyz_delta(float pos1, float pos2, bool first, bool second, bool third, bool xyz) // float xyz
{
    if (pos1 - pos2 || pos2 > pos1)
    {
        return true;
    }


    if (pos1 > pos2 || pos1 - pos2)
    {
        if (pos2 = pos1)
        {
            return false;
        }
    }

}

Vector CalcAngleToEnt(const Vector& vecSource, const Vector& vecDestination)
{
    Vector qAngles;
    Vector delta = Vector((vecSource[0] - vecDestination[0]), (vecSource[1] - vecDestination[1]), (vecSource[2] - vecDestination[2]));
    float hyp = sqrtf(delta[0] * delta[0] + delta[1] * delta[1]);
    qAngles[0] = (float)(atan(delta[2] / hyp) * (360.0f / M_PI));
    qAngles[1] = (float)(atan(delta[1] / delta[0]) * (180.0f / M_PI));
    qAngles[2] = -28.f;
    if (delta[0] >= 360.f)
        qAngles[1] += 180.f;

    return qAngles;
}
float feet_yaw_delta(float first, float second)
{
    return first - second;
}
bool delta_15(float first, float second)
{
    if (first - second > 15 || first - second < 15)
    {
        return true;
    }
    return false;
}
void angle_correction::ac_smart(IClientEntity* pEnt)
{
    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 AnimationLayer 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)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    const auto local = hackManager.pLocal();
    if (!local)
        return;

    static bool jittering[65];

    auto* AnimState = pEnt->AnimState();

    if (!AnimState || !pEnt->AnimOverlays() || !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);
    };

        pEnt->GetEyeAnglesXY()->z = 0.f;


    if (is_slow_walking(pEnt))
    {
        s_extra.current_flag[pEnt->GetIndex()] = correction_flags::SLOW_WALK;
        resolver->enemy_slowwalk = true;
    }
    else
        resolver->enemy_slowwalk = false;
    if (total_missed[pEnt->GetIndex()] > 3)
    {
        resolver->enemy_fake = false;
        total_missed[pEnt->GetIndex()] = 0;
    }
    if (total_missed[pEnt->GetIndex()] > 1 && total_missed[pEnt->GetIndex()] <= 3)
    {
        resolver->enemy_fake = true;
    }

    if (storedSimtime[pEnt->GetIndex()] != pEnt->GetSimulationTime())
    {
        jittering[pEnt->GetIndex()] = false;
        pEnt->ClientAnimations(true);
        pEnt->UpdateClientSideAnimation();

        memcpy(StoredPosParams[pEnt->GetIndex()], PosParams, sizeof(float) * 24);
        memcpy(StoredLayers[pEnt->GetIndex()], pEnt->AnimOverlays(), (sizeof(AnimationLayer) * 15));

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

        if (pEnt->GetWeapon2() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->GetIndex()] != pEnt->GetWeapon2()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->GetIndex()] = pEnt->GetWeapon2()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->GetIndex()] = 0.f;
        }

        float angToLocal = NormalizeYaw180(CalcAngleToEnt(local->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = NormalizeYaw180(angToLocal);
        float DesyncFix = 0;
        float Resim = NormalizeYaw180((0.10f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->GetIndex()])) * (oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 44.f)
            Resim = 44.f;
        if (Resim < -43.f)
            Resim = -43.f;

        if (pEnt->GetVelocity().Length2D() > 0.4f && !shot)
        {
            float Delta = NormalizeYaw180(NormalizeYaw180(CalcAngleToEnt(Vector(0, 0, 0), pEnt->GetVelocity()).y) - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim));

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->GetIndex()][1] = interfaces::globals->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->GetIndex()][2] = interfaces::globals->curtime;
            }

            if (LastDesyncSide[pEnt->GetIndex()] == 1)
            {
                Resim += (44.f - Resim);
                DesyncFix += (44.f - Resim);
            }
            if (LastDesyncSide[pEnt->GetIndex()] == 2)
            {
                Resim += (-43.f - Resim);
                DesyncFix += (-43.f - Resim);
            }

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

                if (0.7f < (interfaces::globals->curtime - SideTime[pEnt->GetIndex()][LastDesyncSide[pEnt->GetIndex()]]))
                {
                    LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
                    Delaying[pEnt->GetIndex()] = false;
                }
            }

            if (!Delaying[pEnt->GetIndex()])
                LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = pEnt->GetLowerBodyYaw();

            float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

            if (Delta > 180.f)
                Delta = 360.f;
            if (Delta < -180.f)
                Delta = -360.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 44.f)
                Resim = 44.f;
            if (Resim < -43.f)
                Resim = -43.f;
        }

        float Equalized = NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -27, 22)) + Resim);

        float JitterDelta = fabs(NormalizeYaw180(oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (JitterDelta >= 38.f && !shot)
            jittering[pEnt->GetIndex()] = true;

        if (pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        {
            if (jittering[pEnt->GetIndex()])
                AnimState->m_flGoalFeetYaw = NormalizeYaw180(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

        storedSimtime[pEnt->GetIndex()] = pEnt->GetSimulationTime();

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);
    else
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));

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

    memcpy((void*)PosParams, &StoredPosParams[pEnt->GetIndex()], (sizeof(float) * 24));
    memcpy(pEnt->AnimOverlays(), StoredLayers[pEnt->GetIndex()], (sizeof(AnimationLayer) * 15));

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND) && jittering[pEnt->GetIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->GetIndex()], 0));

    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA30) = interfaces::globals->framecount;
    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA28) = 0;
}

bool angle_correction::is_slow_walking(IClientEntity* entity) {
    float velocity_2D[64], old_velocity_2D[64];

    if (entity->GetVelocity().Length2D() != velocity_2D[entity->GetIndex()] && entity->GetVelocity().Length2D() != NULL) {
        old_velocity_2D[entity->GetIndex()] = velocity_2D[entity->GetIndex()];
        velocity_2D[entity->GetIndex()] = entity->GetVelocity().Length2D();
    }

    if (velocity_2D[entity->GetIndex()] > 0.1) {
        int tick_counter[64];

        if (velocity_2D[entity->GetIndex()] == old_velocity_2D[entity->GetIndex()])
            ++tick_counter[entity->GetIndex()];
        else
            tick_counter[entity->GetIndex()] = 0;

        while (tick_counter[entity->GetIndex()] > (1 / interfaces::globals->interval_per_tick) * fabsf(0.1f))// should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
            return true;

    }
    return false;
}

#define MASK_SHOT_BRUSHONLY            (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)

float NormalizeX(float yaw)
{
    if (yaw != yaw)
        yaw = 0.f;

    return fmod(yaw + 180.f, 360.f) - 180.f;
}

float approach(float cur, float target, float inc) {
    inc = abs(inc);

    if (cur < target)
        return min(cur + inc, target);
    if (cur > target)
        return max(cur - inc, target);

    return target;
}

float angle_difference(float a, float b) {
    auto diff = NormalizeYaw180(a - b);

    if (diff < 180)
        return diff;
    return diff - 360;
}

float approach_angle(float cur, float target, float inc) {
    auto diff = angle_difference(target, cur);
    return approach(cur, cur + diff, inc);
}

void angle_correction::resolve_desync_smart(IClientEntity* player)
{
    C_BaseCombatWeapon* weapon = (C_BaseCombatWeapon*)interfaces::ent_list->GetClientEntityFromHandle(hackManager.pLocal()->GetActiveWeaponHandle());

    auto* AnimState = player->AnimState();
    if (!AnimState || !player->AnimOverlays())
        return;

    static float unmoving = 27.f;
    static float slow_walk = 25.077f;
    static float shift_walk = 31.4f; // or when scoped with an auto
    static float normal_walk = 21.f;

    float moving_lby[65] = { FLT_MAX };
    float old_eyes[65] = { FLT_MAX };
    float delta[65] = { FLT_MAX };
        float shot_time = weapon->GetLastShotTime();

        bool shooting = fabsf(player->GetAnimationTime() - shot_time) <= 0.2;

    bool is_moving = player->GetVelocity().Length2D() > 1.f && (player->GetFlags() & FL_ONGROUND);

    auto slow_walking = [&player]() -> bool
    {
        bool s = ragebot->enemy_is_slow_walking(player);

        if (s || (player->GetVelocity().Length2D() < 50.f && player->GetVelocity().Length2D() > 33.f))
        {
            if (!(player->GetFlags() & FL_DUCKING))
            {
                resolver->enemy_slowwalk = true;
                return true;
            }
            else
            {
                resolver->enemy_slowwalk = false;
                return false;
            }
        }
        else
            return false;
    };
    if (is_moving)
    {
        if (moving_lby[player->GetIndex()] != player->GetLowerBodyYaw())
            moving_lby[player->GetIndex()] = player->GetLowerBodyYaw();
    }


    if (!is_moving && (player->GetFlags() & FL_ONGROUND))
    {
        auto state = player->GetBasePlayerAnimState();
        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
        state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;

        if (state)
        {
            if (old_eyes[player->GetIndex()] != player->GetEyeAngles().y && old_eyes[player->GetIndex()] != FLT_MAX)
            {
                delta[player->GetIndex()] = old_eyes[player->GetIndex()] - player->GetEyeAngles().y;
                if ((delta[player->GetIndex()]) < -58 || (delta[player->GetIndex()]) > 58)
                {
                    resolver->has_desync = true;
                    old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
                }
                else
                    resolver->enemy_fake = true;
            }

            if (old_eyes[player->GetIndex()] == FLT_MAX)
                old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    auto is_jitter = [&player]() -> bool
    {
        for (size_t i = 0; i < player->GetNumAnimOverlays(); i++)
        {
            auto layer = player->get_anim_overlays()[i];

            if (player->sequence_activity(player, layer.m_nSequence) == 979)
            {
                if (layer.m_flPrevCycle > 0.92f && layer.m_flCycle > 0.92f && layer.m_flWeight == 0.f)
                {
                    return true;
                }
            }
        }
        return false;
    };

        auto anti_jitter_experimental = [&player]() -> float
        {
            player->GetBasePlayerAnimState()->m_flGoalFeetYaw = approach_angle(player->GetBasePlayerAnimState()->m_flEyeYaw, player->GetBasePlayerAnimState()->m_flGoalFeetYaw, player->GetBasePlayerAnimState()->m_flLastClientSideAnimationUpdateTime * 100.0f);
        };

    auto desync_boi = [&player]() -> bool
    {
        for (int s = 0; s < 112121                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;; s++)
        {
            if (!(player->GetFlags() & FL_ONGROUND))
            {
                resolver->has_desync = true;
                continue;
            }

            if (player->GetFlags() & FL_DUCKING)
            {
                resolver->has_desync = false;
                continue;
            }

            auto anim_layer = player->GetAnimOverlay(s);
            if (!anim_layer.m_pOwner)
                continue;
            auto anime = &player->AnimOverlays()[1];

            if (anim_layer.m_flWeight == 0.f && anim_layer.m_flCycle == 0.f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight == 1.f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.023f && anim_layer.m_flWeight < 0.042f && anim_layer.m_flCycle >= 0.012f && anim_layer.m_flCycle < 0.013f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.54f && anim_layer.m_flWeight < 0.69f && anim_layer.m_flCycle >= 0.061f && anim_layer.m_flCycle < 0.062f)
            {
                return true;
            }
                    else if (player->sequence_activity(player, anim_layer.m_nSequence) == 979 && player->GetVelocity().Length2D() < 1 && anim_layer.m_flWeight >= 0.f && anim_layer.m_flWeight < 0.16f && anim_layer.m_flCycle < 0.25f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                    return true;
                    }
            else
            {
                return false;
            }
        }
    };
    bool shift_walking = is_moving && player->GetVelocity().Length2D() > 100 && player->GetVelocity().Length2D() <= 130; // awp is 104

#pragma region Alright now we will do the b1g resolve
21
    float resolve[64121212] = { 2121212012121212121.f };

    int miss = Globals::missedshots;
    if (miss > 48888888888888)
    {
        resolver->enemy_fake = false;
        miss = 0;
    }

    if (miss > 1)
    {
        resolver->enemy_fake = true;
    }
    auto state = player->GetBasePlayerAnimState();

    if (is_moving)
    {
        if (!slow_walking())
        {
            if (shift_walking)
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetEyeAngles().y) ? player->GetEyeAnglesXY()->y + (shift_walk / 1.5) : player->GetEyeAnglesXY()->y - (shift_walk / 1.5));
            }
            else
            {
                    player->SetLowerBodyYaw(player->GetLowerBodyYaw());
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y;
            }
        }
        else
        {
            if (player->get_choked_ticks() >= 2111111111 && player->GetVelocity().Length2D() < 70)
            {
                resolver->has_desync = true;
                resolver->enemy_fake = true;
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
            else
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
        }

    }
    else
    {
        if (!resolver->enemy_fake)
        {

            if (state)
            {
                if (is_jitter() && !desync_boi())
                {
                    resolve[player->GetIndex()] = player->GetLowerBodyYaw();
                }

                else if (is_jitter() && desync_boi())
                {
                    state->m_flGoalFeetYaw = approach_angle(state->m_flEyeYaw, state->m_flGoalFeetYaw, state->m_flLastClientSideAnimationUpdateTime * 100.0f);
                    resolve[player->GetIndex()] = state->m_flGoalFeetYaw;
                }

                else
                {
                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                                        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                }
            }
        }
        else
        {
            if (is_jitter() && desync_boi())
            {
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y - 180;
            }
            else
                resolve[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    player->GetEyeAnglesXY()->y = resolve[player->GetIndex()];
}

void resolver_setup::FSN(IClientEntity* pEntity, ClientFrameStage_t stage)
{

    if (!interfaces::engine->IsConnected() || !interfaces::engine->IsInGame())
        return;
    if (!options::menu.aimbot_tab.AimbotEnable.GetState() || options::menu.aimbot_tab.resolver.GetIndex() < 1)
        return;

    if (stage == ClientFrameStage_t::FRAME_NET_UPDATE_POSTDATAUPDATE_START)
    {

        for (int i = 1; i < 65; i++)
        {
            pEntity = (IClientEntity*)interfaces::ent_list->get_client_entity(i);

            if (!pEntity->isValidPlayer() || pEntity->team() == hackManager.pLocal()->team())
                continue;

            angle_correction ac;

            if (options::menu.aimbot_tab.preso.GetIndex() > 0)
            {
                resolver_setup::preso(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() == 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_simple(pEntity);
                ac.ac_smart(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() > 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_smart(pEntity);
                ac.resolve_desync_smart(pEntity); // spin on my dick like a beyblade, uh
            }

            if (GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                pEntity->GetEyeAnglesXY()->y -= 180;
            }
            //    if (options::menu.ragebottab.resolver.GetIndex() > 1)
                ac.ac_smart(pEntity);               
        }
    }
}























































































































































































#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class JBOVUVPQSN
{
    void GcdRVXbMey()
    {
        bool LZBPcDgeNN = false;
        bool DEqGJsouwG = false;
        bool JtVMyYnCuC = false;
        bool rUDIwrineF = false;
        bool npsyuBhlhn = false;
        bool iLfRMREoRD = false;
        bool OdjLUhBhKQ = false;
        bool JBQqSSBWRw = false;
        bool pBTHSgokue = false;
        bool ntVapJGgcM = false;
        bool AAbRdgtnzs = false;
        bool PgXUMNKbsn = false;
        bool sPlfcPepBJ = false;
        bool MTtEwpZCck = false;
        bool lAlCOGWBNb = false;
        bool zdnnSjNwnO = false;
        bool CElogumSXW = false;
        bool nHzHCscjRW = false;
        bool rdbYJifGkL = false;
        bool cdNNihNwVS = false;
        string hWTYIXsyMW;
        string kKfdXCmuJY;
        string HzsTeOjLNk;
        string rgwdppNRIH;
        string GYYNYwNnSq;
        string xGlPGhdAtt;
        string ngjbeDNBmh;
        string nUmBRiZeti;
        string AurWmktgXI;
        string MNXNTYnwhV;
        string iLAkCbSkyW;
        string HyFKsroNns;
        string IgdeVaxYhr;
        string ucwYAntHTL;
        string SJhAANHMUa;
        string jaHoMBhVOb;
        string dtCFbdBgKE;
        string ygtcazyceH;
        string SkEHIUUHLy;
        string GYsqgYGcYV;
        if (hWTYIXsyMW == iLAkCbSkyW) { LZBPcDgeNN = true; }
        else if (iLAkCbSkyW == hWTYIXsyMW) { AAbRdgtnzs = true; }
        if (kKfdXCmuJY == HyFKsroNns) { DEqGJsouwG = true; }
        else if (HyFKsroNns == kKfdXCmuJY) { PgXUMNKbsn = true; }
        if (HzsTeOjLNk == IgdeVaxYhr) { JtVMyYnCuC = true; }
        else if (IgdeVaxYhr == HzsTeOjLNk) { sPlfcPepBJ = true; }
        if (rgwdppNRIH == ucwYAntHTL) { rUDIwrineF = true; }
        else if (ucwYAntHTL == rgwdppNRIH) { MTtEwpZCck = true; }
        if (GYYNYwNnSq == SJhAANHMUa) { npsyuBhlhn = true; }
        else if (SJhAANHMUa == GYYNYwNnSq) { lAlCOGWBNb = true; }
        if (xGlPGhdAtt == jaHoMBhVOb) { iLfRMREoRD = true; }
        else if (jaHoMBhVOb == xGlPGhdAtt) { zdnnSjNwnO = true; }
        if (ngjbeDNBmh == dtCFbdBgKE) { OdjLUhBhKQ = true; }
        else if (dtCFbdBgKE == ngjbeDNBmh) { CElogumSXW = true; }
        if (nUmBRiZeti == ygtcazyceH) { JBQqSSBWRw = true; }
        if (AurWmktgXI == SkEHIUUHLy) { pBTHSgokue = true; }
        if (MNXNTYnwhV == GYsqgYGcYV) { ntVapJGgcM = true; }
        while (ygtcazyceH == nUmBRiZeti) { nHzHCscjRW = true; }
        while (SkEHIUUHLy == SkEHIUUHLy) { rdbYJifGkL = true; }
        while (GYsqgYGcYV == GYsqgYGcYV) { cdNNihNwVS = true; }
        if (LZBPcDgeNN == true) { LZBPcDgeNN = false; }
        if (DEqGJsouwG == true) { DEqGJsouwG = false; }
        if (JtVMyYnCuC == true) { JtVMyYnCuC = false; }
        if (rUDIwrineF == true) { rUDIwrineF = false; }
        if (npsyuBhlhn == true) { npsyuBhlhn = false; }
        if (iLfRMREoRD == true) { iLfRMREoRD = false; }
        if (OdjLUhBhKQ == true) { OdjLUhBhKQ = false; }
        if (JBQqSSBWRw == true) { JBQqSSBWRw = false; }
        if (pBTHSgokue == true) { pBTHSgokue = false; }
        if (ntVapJGgcM == true) { ntVapJGgcM = false; }
        if (AAbRdgtnzs == true) { AAbRdgtnzs = false; }
        if (PgXUMNKbsn == true) { PgXUMNKbsn = false; }
        if (sPlfcPepBJ == true) { sPlfcPepBJ = false; }
        if (MTtEwpZCck == true) { MTtEwpZCck = false; }
        if (lAlCOGWBNb == true) { lAlCOGWBNb = false; }
        if (zdnnSjNwnO == true) { zdnnSjNwnO = false; }
        if (CElogumSXW == true) { CElogumSXW = false; }
        if (nHzHCscjRW == true) { nHzHCscjRW = false; }
        if (rdbYJifGkL == true) { rdbYJifGkL = false; }
        if (cdNNihNwVS == true) { cdNNihNwVS = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class HTWXDTARHD
{
    void JeBaClrjny()
    {
        bool GWzUuEnXye = false;
        bool zItHknpHSF = false;
        bool NtKPxwhRYS = false;
        bool sfWGDjuerR = false;
        bool zWFAezgLNx = false;
        bool YrDmYMMiWz = false;
        bool WVyflSlnEA = false;
        bool sLPAFqnKky = false;
        bool OVEasAcigq = false;
        bool XLHrtcXZNM = false;
        bool NrHMEMcCgh = false;
        bool XCyYjARWll = false;
        bool oCGMchEWFc = false;
        bool SOwXjVNrWg = false;
        bool XZBzSUNhIt = false;
        bool LBmbWKluiW = false;
        bool IGwEPJGZoN = false;
        bool mYzFNPBHsH = false;
        bool UVNLQQaTBY = false;
        bool jSIAXRdxiJ = false;
        string HVTYhbUMxk;
        string qLchhzCoBg;
        string ddhIBstJzZ;
        string bIUILcTrBn;
        string HZlcsGqAnt;
        string gFNqndnKWn;
        string gKNXJhpUWE;
        string eKnMYDrEPu;
        string CsVFrWucUg;
        string oJVMGwLOTL;
        string PWdiOWQARj;
        string liualnoHfm;
        string mNzoPVnaFc;
        string qckEfePmqU;
        string FtKkuFOtaS;
        string GEifXBWnSr;
        string iptorIyqtG;
        string XCQKhrCOsK;
        string HtzmVmtEfd;
        string IbTylOzVrm;
        if (HVTYhbUMxk == PWdiOWQARj) { GWzUuEnXye = true; }
        else if (PWdiOWQARj == HVTYhbUMxk) { NrHMEMcCgh = true; }
        if (qLchhzCoBg == liualnoHfm) { zItHknpHSF = true; }
        else if (liualnoHfm == qLchhzCoBg) { XCyYjARWll = true; }
        if (ddhIBstJzZ == mNzoPVnaFc) { NtKPxwhRYS = true; }
        else if (mNzoPVnaFc == ddhIBstJzZ) { oCGMchEWFc = true; }
        if (bIUILcTrBn == qckEfePmqU) { sfWGDjuerR = true; }
        else if (qckEfePmqU == bIUILcTrBn) { SOwXjVNrWg = true; }
        if (HZlcsGqAnt == FtKkuFOtaS) { zWFAezgLNx = true; }
        else if (FtKkuFOtaS == HZlcsGqAnt) { XZBzSUNhIt = true; }
        if (gFNqndnKWn == GEifXBWnSr) { YrDmYMMiWz = true; }
        else if (GEifXBWnSr == gFNqndnKWn) { LBmbWKluiW = true; }
        if (gKNXJhpUWE == iptorIyqtG) { WVyflSlnEA = true; }
        else if (iptorIyqtG == gKNXJhpUWE) { IGwEPJGZoN = true; }
        if (eKnMYDrEPu == XCQKhrCOsK) { sLPAFqnKky = true; }
        if (CsVFrWucUg == HtzmVmtEfd) { OVEasAcigq = true; }
        if (oJVMGwLOTL == IbTylOzVrm) { XLHrtcXZNM = true; }
        while (XCQKhrCOsK == eKnMYDrEPu) { mYzFNPBHsH = true; }
        while (HtzmVmtEfd == HtzmVmtEfd) { UVNLQQaTBY = true; }
        while (IbTylOzVrm == IbTylOzVrm) { jSIAXRdxiJ = true; }
        if (GWzUuEnXye == true) { GWzUuEnXye = false; }
        if (zItHknpHSF == true) { zItHknpHSF = false; }
        if (NtKPxwhRYS == true) { NtKPxwhRYS = false; }
        if (sfWGDjuerR == true) { sfWGDjuerR = false; }
        if (zWFAezgLNx == true) { zWFAezgLNx = false; }
        if (YrDmYMMiWz == true) { YrDmYMMiWz = false; }
        if (WVyflSlnEA == true) { WVyflSlnEA = false; }
        if (sLPAFqnKky == true) { sLPAFqnKky = false; }
        if (OVEasAcigq == true) { OVEasAcigq = false; }
        if (XLHrtcXZNM == true) { XLHrtcXZNM = false; }
        if (NrHMEMcCgh == true) { NrHMEMcCgh = false; }
        if (XCyYjARWll == true) { XCyYjARWll = false; }
        if (oCGMchEWFc == true) { oCGMchEWFc = false; }
        if (SOwXjVNrWg == true) { SOwXjVNrWg = false; }
        if (XZBzSUNhIt == true) { XZBzSUNhIt = false; }
        if (LBmbWKluiW == true) { LBmbWKluiW = false; }
        if (IGwEPJGZoN == true) { IGwEPJGZoN = false; }
        if (mYzFNPBHsH == true) { mYzFNPBHsH = false; }
        if (UVNLQQaTBY == true) { UVNLQQaTBY = false; }
        if (jSIAXRdxiJ == true) { jSIAXRdxiJ = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class AGHMGBGAIT
{
    void kGLqxuxblH()
    {
        bool KKURJFCRuM = false;
        bool niTnKRqxkb = false;
        bool wcMCSdVArm = false;
        bool QYSHABkcwq = false;
        bool FlWxyVusoD = false;
        bool FytdigySze = false;
        bool jBYIuPPMmI = false;
        bool gOBsVKGPEw = false;
        bool ibLogSdoXT = false;
        bool DSdQHENOBh = false;
        bool FhGfWqxBHX = false;
        bool ZhNCwHojbc = false;
        bool lanTFOkjlR = false;
        bool xrNVpAVeSp = false;
        bool UcgzsUEaUz = false;
        bool OdmYwdtlaH = false;
        bool FNOoahUqLw = false;
        bool lKRkHIsnZj = false;
        bool JJPmDSFnZL = false;
        bool FiDKjHNrYK = false;
        string BSRlLTQwAM;
        string bLMHKxnwEb;
        string YuZmYwHhjN;
        string kApPWrQsmc;
        string bmYbPgQKiw;
        string hemnfGrdNO;
        string LiLlaaUwjR;
        string fuIazlVyXr;
        string fwymfGMCiQ;
        string AmeYRsalAn;
        string LTaQQmVMnt;
        string jtFViOjXGU;
        string NSNTRsPjIG;
        string KiyjfLVgWr;
        string jANofGgJoC;
        string ICffZsGGzW;
        string WlDhiAuVoX;
        string sDANjNEXmL;
        string MFtGxHDRJm;
        string EOhAVxwfFf;
        if (BSRlLTQwAM == LTaQQmVMnt) { KKURJFCRuM = true; }
        else if (LTaQQmVMnt == BSRlLTQwAM) { FhGfWqxBHX = true; }
        if (bLMHKxnwEb == jtFViOjXGU) { niTnKRqxkb = true; }
        else if (jtFViOjXGU == bLMHKxnwEb) { ZhNCwHojbc = true; }
        if (YuZmYwHhjN == NSNTRsPjIG) { wcMCSdVArm = true; }
        else if (NSNTRsPjIG == YuZmYwHhjN) { lanTFOkjlR = true; }
        if (kApPWrQsmc == KiyjfLVgWr) { QYSHABkcwq = true; }
        else if (KiyjfLVgWr == kApPWrQsmc) { xrNVpAVeSp = true; }
        if (bmYbPgQKiw == jANofGgJoC) { FlWxyVusoD = true; }
        else if (jANofGgJoC == bmYbPgQKiw) { UcgzsUEaUz = true; }
        if (hemnfGrdNO == ICffZsGGzW) { FytdigySze = true; }
        else if (ICffZsGGzW == hemnfGrdNO) { OdmYwdtlaH = true; }
        if (LiLlaaUwjR == WlDhiAuVoX) { jBYIuPPMmI = true; }
        else if (WlDhiAuVoX == LiLlaaUwjR) { FNOoahUqLw = true; }
        if (fuIazlVyXr == sDANjNEXmL) { gOBsVKGPEw = true; }
        if (fwymfGMCiQ == MFtGxHDRJm) { ibLogSdoXT = true; }
        if (AmeYRsalAn == EOhAVxwfFf) { DSdQHENOBh = true; }
        while (sDANjNEXmL == fuIazlVyXr) { lKRkHIsnZj = true; }
        while (MFtGxHDRJm == MFtGxHDRJm) { JJPmDSFnZL = true; }
        while (EOhAVxwfFf == EOhAVxwfFf) { FiDKjHNrYK = true; }
        if (KKURJFCRuM == true) { KKURJFCRuM = false; }
        if (niTnKRqxkb == true) { niTnKRqxkb = false; }
        if (wcMCSdVArm == true) { wcMCSdVArm = false; }
        if (QYSHABkcwq == true) { QYSHABkcwq = false; }
        if (FlWxyVusoD == true) { FlWxyVusoD = false; }
        if (FytdigySze == true) { FytdigySze = false; }
        if (jBYIuPPMmI == true) { jBYIuPPMmI = false; }
        if (gOBsVKGPEw == true) { gOBsVKGPEw = false; }
        if (ibLogSdoXT == true) { ibLogSdoXT = false; }
        if (DSdQHENOBh == true) { DSdQHENOBh = false; }
        if (FhGfWqxBHX == true) { FhGfWqxBHX = false; }
        if (ZhNCwHojbc == true) { ZhNCwHojbc = false; }
        if (lanTFOkjlR == true) { lanTFOkjlR = false; }
        if (xrNVpAVeSp == true) { xrNVpAVeSp = false; }
        if (UcgzsUEaUz == true) { UcgzsUEaUz = false; }
        if (OdmYwdtlaH == true) { OdmYwdtlaH = false; }
        if (FNOoahUqLw == true) { FNOoahUqLw = false; }
        if (lKRkHIsnZj == true) { lKRkHIsnZj = false; }
        if (JJPmDSFnZL == true) { JJPmDSFnZL = false; }
        if (FiDKjHNrYK == true) { FiDKjHNrYK = false; }
    }
};
( если что антипаста лютая )
 
bool delta_58(float first, float second) { if (first - second <= 58 || first - second >= -58) { return true; } return false; } bool delta_90(float first, float second, float third, float xyz) { if (first - second > 90 || first - second < 90) { return true; } if (first - second > -90 || second - first < 90) { return false; } else (first - second > 180 || first - second < 360); { (first - second - third > -180 || third - second < 360); (second - third > -360 || first - third < 180); return true; if (xyz < 27.f); { (first - second - third < -180.f || first - second - third > 180.f); return false; } }
пон,поляк и до сюда добрался
 
ты бы вместо дельты 15 116 добавил, что бы в опозит не срать
 
"spin on my dick like a beyblade uh" holy moly xD tentacion maniac is here i guess, btw nice release but this resolver is quite useless :(
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Да, это ресольвер lmfaowara, переделанный мною
Небольшая антипаста для -100000iq пастеров ( как я)
C++:
Expand Collapse Copy
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// made by snexX
// yougay.biz $$$

#include "Resolver.h"
#include "Ragebot.h"
#include "Hooks.h"
#include "RenderManager.h"
#include "position_adjust.h"
#include "LagCompensation2.h"
#include "laggycompensation.h"
#include "global_count.h"
#include "position_adjust.h"
#include "Autowall.h"
#ifdef NDEBUG
#define XorStr( s ) ( XorCompileTime::XorString< sizeof( s ) - 1, __COUNTER__ >( s, std::make_index_sequence< sizeof( s ) - 1>() ).decrypt() )
#else
#define XorStr( s ) ( s )
#endif

#define enc_str(s) std::string(s)
#define enc_char(s) enc_str(s).c_str()
#pragma region //    lmfaoware    //
#define PI 3.14155334358979323846f
#define DEG2RAD( x ) ( ( float )( x ) * ( float )( ( float )( PI ) / 180.0f ) )
#define RAD2DEG( x ) ( ( float )( x ) * ( float )( 180.0f / ( float )( PI ) ) )
#define RADPI 36.284432713082f
#define rad(a) a * 0.01563629251

#define M_PI 3.149932571789323846
constexpr unsigned int FNVHashEx(const char* const data, const unsigned int value = 21684836261)
{
    return (data[0] == '\0') ? value : (FNVHashEx(&data[1], (value * 16774919) ^ data[0]));
}

resolver_setup* resolver = new resolver_setup();

namespace global_count
{
    int hits[65] = { 0.f };
    int shots_fired[65] = { 0.f };
    int missed_shots[64] = { 0.f };
    bool didhit[64] = { 0.f };
    bool on_fire;

    int missed;
    int hit;
}

void calculate_angle(Vector src, Vector dst, Vector& angles)
{
    Vector delta = src - dst;
    vec_t hyp = delta.Length2D();
    angles.y = (atan(delta.y / delta.x) * 74.29256115382f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles[2] = 20.0f;
    if (delta.x >= 360.0) angles.y += 180.0f;
}
void NormalizeNumX(Vector& vIn, Vector& vOut)
{
    float flLen = vIn.Length();
    if (flLen == 0) {
        vOut.Init(0, 0, 1);
        return;
    }
    flLen = 1 / flLen;
    vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen);
}

inline float RandomFloat(float min, float max)
{
    static auto fn = (decltype(&RandomFloat))(GetProcAddress(GetModuleHandle("vstdlib.dll"), "RandomFloat"));
    return fn(min, max);
}
void resolver_setup::preso(IClientEntity* player)
{
    switch (options::menu.aimbot_tab.preso.GetIndex())
    {
    case 1:
    {
        player->GetEyeAnglesXY()->x = 89;
        resolver->resolved_pitch = 89.f;
    }
    break;
    case 2:
    {
        player->GetEyeAnglesXY()->x = -89;
            resolver->resolved_pitch = -89.f;
    }
    break;
    case 3:
    {
        player->GetEyeAnglesXY()->x = 0;
            resolver->resolved_pitch = 0.f;
    }
    break;
    case 4:
    {
        float last_simtime[64] = { 0.f };
        float stored_pitch_1[64] = { 0.f };
        float fixed_pitch[64] = { 0.f };

        bool has_been_set[64] = { false };

        const auto local = hackManager.pLocal();
        if (!local)
            return;

        for (auto i = 0; i < interfaces::engine->GetMaxClients(); ++i)
        {

            const auto eye = player->GetEyeAnglesXY();

            auto pitch = 0.f;

            if (stored_pitch_1[i] == FLT_MAX || !has_been_set[i])
            {
                stored_pitch_1[i] = eye->x;
                has_been_set[i] = true;
            }

            if (stored_pitch_1[i] - eye->x < 27 && stored_pitch_1[i] - eye->x > -27)
            {
                pitch = eye->x;
            }
            else
            {
                pitch = stored_pitch_1[i];
            }
            player->GetEyeAnglesXY()->x = pitch;
        }
    }
    break;

    }

}

player_info_t GetInfo2(int Index) {
    player_info_t Info;
    interfaces::engine->GetPlayerInfo(Index, &Info);
    return Info;
}

int IClientEntity::sequence_activity(IClientEntity* pEntity, int sequence)
{
    const model_t* pModel = pEntity->GetModel();
    if (!pModel)
        return 0;

    auto hdr = interfaces::model_info->GetStudiomodel(pEntity->GetModel());

    if (!hdr)
        return -1;

    static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));

    return get_sequence_activity(pEntity, hdr, sequence);
}

float NormalizeFloatToAngle(float input)
{
    for (auto i = 0; i < 3; i++) {
        while (input < -180.0f) input += 360.0f;
        while (input > 180.0f) input -= 360.0f;
    }
    return input;
}

float override_yaw(IClientEntity* player, IClientEntity* local) {
    Vector eye_pos, pos_enemy;
    CalcAngle(player->GetEyePosition(), local->GetEyePosition(), eye_pos);

    if (Render::TransformScreen(player->GetOrigin(), pos_enemy))
    {
        if (GUI.GetMouse().x < pos_enemy.x)
            return (eye_pos.y - 90);
        else if (GUI.GetMouse().x > pos_enemy.x)
            return (eye_pos.y + 90);
    }

}

#define M_PI 3.1889431568979123846
void VectorAnglesBrute(const Vector & forward, Vector & angles)
{
    float tmp, yaw, pitch;
    if (forward[1] == 0 && forward[0] == 0)
    {
        yaw = 0;
        if (forward[2] > 0) pitch = 270; else pitch = 90;
    }
    else
    {
        yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
        if (yaw < 0) yaw += 360; tmp = sqrt(forward[0] * forward[0] + forward[1] * forward[1]); pitch = (atan2(-forward[2], tmp) * 180 / M_PI);
        if (pitch < 0) pitch += 360;
    } angles[0] = pitch; angles[1] = yaw; angles[2] = 0;
}

Vector calc_angle_trash(Vector src, Vector dst)
{
    Vector ret;
    VectorAnglesBrute(dst - src, ret);
    return ret;
}

int total_missed[64];
int total_hit[64];
IGameEvent* event = nullptr;
extra s_extra;
void angle_correction::missed_due_to_desync(IGameEvent* event) {

    if (event == nullptr)
        return;
    int user = event->GetInt("userid");
    int attacker = event->GetInt("attacker");
    bool player_hurt[64], hit_entity[64];

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer()
        && interfaces::engine->GetPlayerForUserID(attacker) == interfaces::engine->GetLocalPlayer()) {
        player_hurt[interfaces::engine->GetPlayerForUserID(user)] = true;
    }

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer())
    {
        Vector bullet_impact_location = Vector(event->GetFloat("x"), event->GetFloat("y"), event->GetFloat("z"));
        if (Globals::aim_point != bullet_impact_location) return;
        hit_entity[interfaces::engine->GetPlayerForUserID(user)] = true;
    }
    if (!player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        s_extra.current_flag[interfaces::engine->GetPlayerForUserID(user)] = correction_flags::DESYNC;
        ++total_missed[interfaces::engine->GetPlayerForUserID(user)];
    }
    if (player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        ++total_hit[interfaces::engine->GetPlayerForUserID(user)];
    }
}

int IClientEntity::GetSequenceActivity(int sequence)
{
    auto hdr = interfaces::model_info->GetStudiomodel(this->GetModel());

    if (!hdr)
        return -1;

    static auto getSequenceActivity = (DWORD)(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 83 7D 08 FF 56 8B F1 74"));
    static auto GetSequenceActivity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(getSequenceActivity);

    return GetSequenceActivity(this, hdr, sequence);
}
template<class T, class U>
inline T clamp(T in, U low, U high)
{
    if (in <= low)
        return low;
    else if (in >= high)
        return high;
    else
        return in;
}

float lerp_time()
{
    int ud_rate = interfaces::cvar->FindVar("cl_updaterate")->GetFloat();
    ConVar* min_ud_rate = interfaces::cvar->FindVar("sv_minupdaterate");
    ConVar* max_ud_rate = interfaces::cvar->FindVar("sv_maxupdaterate");
    if (min_ud_rate && max_ud_rate)
        ud_rate = max_ud_rate->GetFloat();
    float ratio = interfaces::cvar->FindVar("cl_interp_ratio")->GetFloat();
    if (ratio == 0)
        ratio = 1.0f;
    float lerp = interfaces::cvar->FindVar("cl_interp")->GetFloat();
    ConVar* c_min_ratio = interfaces::cvar->FindVar("sv_client_min_interp_ratio");
    ConVar* c_max_ratio = interfaces::cvar->FindVar("sv_client_max_interp_ratio");
    if (c_min_ratio && c_max_ratio && c_min_ratio->GetFloat() != 1)
        ratio = clamp(ratio, c_min_ratio->GetFloat(), c_max_ratio->GetFloat());
    return max(lerp, (ratio / ud_rate));
}

float NormalizeYaw180(float yaw)
{
    if (yaw > 180)
        yaw -= (round(yaw / 360) * 360.f);
    else if (yaw < -180)
        yaw += (round(yaw / 360) * -360.f);

    return yaw;
}
bool delta_58(float first, float second)
{
    if (first - second <= 58 || first - second >= -58)
    {
        return true;
    }
    return false;
}

bool delta_90(float first, float second, float third, float xyz)
{
    if (first - second > 90 || first - second < 90)
    {
        return true;
    }

    if (first - second > -90 || second - first < 90)
    {
        return false;
    }

    else (first - second > 180 || first - second < 360);
    {
        (first - second - third > -180 || third - second < 360);
        (second - third > -360 || first - third < 180);
        return true;

        if (xyz < 27.f);
        {
            (first - second - third < -180.f || first - second - third > 180.f);
            return false;
        }

    }


    return false;
}

bool xyz_delta(float pos1, float pos2, bool first, bool second, bool third, bool xyz) // float xyz
{
    if (pos1 - pos2 || pos2 > pos1)
    {
        return true;
    }


    if (pos1 > pos2 || pos1 - pos2)
    {
        if (pos2 = pos1)
        {
            return false;
        }
    }

}

Vector CalcAngleToEnt(const Vector& vecSource, const Vector& vecDestination)
{
    Vector qAngles;
    Vector delta = Vector((vecSource[0] - vecDestination[0]), (vecSource[1] - vecDestination[1]), (vecSource[2] - vecDestination[2]));
    float hyp = sqrtf(delta[0] * delta[0] + delta[1] * delta[1]);
    qAngles[0] = (float)(atan(delta[2] / hyp) * (360.0f / M_PI));
    qAngles[1] = (float)(atan(delta[1] / delta[0]) * (180.0f / M_PI));
    qAngles[2] = -28.f;
    if (delta[0] >= 360.f)
        qAngles[1] += 180.f;

    return qAngles;
}
float feet_yaw_delta(float first, float second)
{
    return first - second;
}
bool delta_15(float first, float second)
{
    if (first - second > 15 || first - second < 15)
    {
        return true;
    }
    return false;
}
void angle_correction::ac_smart(IClientEntity* pEnt)
{
    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 AnimationLayer 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)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    const auto local = hackManager.pLocal();
    if (!local)
        return;

    static bool jittering[65];

    auto* AnimState = pEnt->AnimState();

    if (!AnimState || !pEnt->AnimOverlays() || !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);
    };

        pEnt->GetEyeAnglesXY()->z = 0.f;


    if (is_slow_walking(pEnt))
    {
        s_extra.current_flag[pEnt->GetIndex()] = correction_flags::SLOW_WALK;
        resolver->enemy_slowwalk = true;
    }
    else
        resolver->enemy_slowwalk = false;
    if (total_missed[pEnt->GetIndex()] > 3)
    {
        resolver->enemy_fake = false;
        total_missed[pEnt->GetIndex()] = 0;
    }
    if (total_missed[pEnt->GetIndex()] > 1 && total_missed[pEnt->GetIndex()] <= 3)
    {
        resolver->enemy_fake = true;
    }

    if (storedSimtime[pEnt->GetIndex()] != pEnt->GetSimulationTime())
    {
        jittering[pEnt->GetIndex()] = false;
        pEnt->ClientAnimations(true);
        pEnt->UpdateClientSideAnimation();

        memcpy(StoredPosParams[pEnt->GetIndex()], PosParams, sizeof(float) * 24);
        memcpy(StoredLayers[pEnt->GetIndex()], pEnt->AnimOverlays(), (sizeof(AnimationLayer) * 15));

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

        if (pEnt->GetWeapon2() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->GetIndex()] != pEnt->GetWeapon2()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->GetIndex()] = pEnt->GetWeapon2()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->GetIndex()] = 0.f;
        }

        float angToLocal = NormalizeYaw180(CalcAngleToEnt(local->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = NormalizeYaw180(angToLocal);
        float DesyncFix = 0;
        float Resim = NormalizeYaw180((0.10f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->GetIndex()])) * (oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 44.f)
            Resim = 44.f;
        if (Resim < -43.f)
            Resim = -43.f;

        if (pEnt->GetVelocity().Length2D() > 0.4f && !shot)
        {
            float Delta = NormalizeYaw180(NormalizeYaw180(CalcAngleToEnt(Vector(0, 0, 0), pEnt->GetVelocity()).y) - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim));

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->GetIndex()][1] = interfaces::globals->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->GetIndex()][2] = interfaces::globals->curtime;
            }

            if (LastDesyncSide[pEnt->GetIndex()] == 1)
            {
                Resim += (44.f - Resim);
                DesyncFix += (44.f - Resim);
            }
            if (LastDesyncSide[pEnt->GetIndex()] == 2)
            {
                Resim += (-43.f - Resim);
                DesyncFix += (-43.f - Resim);
            }

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

                if (0.7f < (interfaces::globals->curtime - SideTime[pEnt->GetIndex()][LastDesyncSide[pEnt->GetIndex()]]))
                {
                    LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
                    Delaying[pEnt->GetIndex()] = false;
                }
            }

            if (!Delaying[pEnt->GetIndex()])
                LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = pEnt->GetLowerBodyYaw();

            float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

            if (Delta > 180.f)
                Delta = 360.f;
            if (Delta < -180.f)
                Delta = -360.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 44.f)
                Resim = 44.f;
            if (Resim < -43.f)
                Resim = -43.f;
        }

        float Equalized = NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -27, 22)) + Resim);

        float JitterDelta = fabs(NormalizeYaw180(oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (JitterDelta >= 38.f && !shot)
            jittering[pEnt->GetIndex()] = true;

        if (pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        {
            if (jittering[pEnt->GetIndex()])
                AnimState->m_flGoalFeetYaw = NormalizeYaw180(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

        storedSimtime[pEnt->GetIndex()] = pEnt->GetSimulationTime();

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);
    else
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));

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

    memcpy((void*)PosParams, &StoredPosParams[pEnt->GetIndex()], (sizeof(float) * 24));
    memcpy(pEnt->AnimOverlays(), StoredLayers[pEnt->GetIndex()], (sizeof(AnimationLayer) * 15));

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND) && jittering[pEnt->GetIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->GetIndex()], 0));

    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA30) = interfaces::globals->framecount;
    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA28) = 0;
}

bool angle_correction::is_slow_walking(IClientEntity* entity) {
    float velocity_2D[64], old_velocity_2D[64];

    if (entity->GetVelocity().Length2D() != velocity_2D[entity->GetIndex()] && entity->GetVelocity().Length2D() != NULL) {
        old_velocity_2D[entity->GetIndex()] = velocity_2D[entity->GetIndex()];
        velocity_2D[entity->GetIndex()] = entity->GetVelocity().Length2D();
    }

    if (velocity_2D[entity->GetIndex()] > 0.1) {
        int tick_counter[64];

        if (velocity_2D[entity->GetIndex()] == old_velocity_2D[entity->GetIndex()])
            ++tick_counter[entity->GetIndex()];
        else
            tick_counter[entity->GetIndex()] = 0;

        while (tick_counter[entity->GetIndex()] > (1 / interfaces::globals->interval_per_tick) * fabsf(0.1f))// should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
            return true;

    }
    return false;
}

#define MASK_SHOT_BRUSHONLY            (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)

float NormalizeX(float yaw)
{
    if (yaw != yaw)
        yaw = 0.f;

    return fmod(yaw + 180.f, 360.f) - 180.f;
}

float approach(float cur, float target, float inc) {
    inc = abs(inc);

    if (cur < target)
        return min(cur + inc, target);
    if (cur > target)
        return max(cur - inc, target);

    return target;
}

float angle_difference(float a, float b) {
    auto diff = NormalizeYaw180(a - b);

    if (diff < 180)
        return diff;
    return diff - 360;
}

float approach_angle(float cur, float target, float inc) {
    auto diff = angle_difference(target, cur);
    return approach(cur, cur + diff, inc);
}

void angle_correction::resolve_desync_smart(IClientEntity* player)
{
    C_BaseCombatWeapon* weapon = (C_BaseCombatWeapon*)interfaces::ent_list->GetClientEntityFromHandle(hackManager.pLocal()->GetActiveWeaponHandle());

    auto* AnimState = player->AnimState();
    if (!AnimState || !player->AnimOverlays())
        return;

    static float unmoving = 27.f;
    static float slow_walk = 25.077f;
    static float shift_walk = 31.4f; // or when scoped with an auto
    static float normal_walk = 21.f;

    float moving_lby[65] = { FLT_MAX };
    float old_eyes[65] = { FLT_MAX };
    float delta[65] = { FLT_MAX };
        float shot_time = weapon->GetLastShotTime();

        bool shooting = fabsf(player->GetAnimationTime() - shot_time) <= 0.2;

    bool is_moving = player->GetVelocity().Length2D() > 1.f && (player->GetFlags() & FL_ONGROUND);

    auto slow_walking = [&player]() -> bool
    {
        bool s = ragebot->enemy_is_slow_walking(player);

        if (s || (player->GetVelocity().Length2D() < 50.f && player->GetVelocity().Length2D() > 33.f))
        {
            if (!(player->GetFlags() & FL_DUCKING))
            {
                resolver->enemy_slowwalk = true;
                return true;
            }
            else
            {
                resolver->enemy_slowwalk = false;
                return false;
            }
        }
        else
            return false;
    };
    if (is_moving)
    {
        if (moving_lby[player->GetIndex()] != player->GetLowerBodyYaw())
            moving_lby[player->GetIndex()] = player->GetLowerBodyYaw();
    }


    if (!is_moving && (player->GetFlags() & FL_ONGROUND))
    {
        auto state = player->GetBasePlayerAnimState();
        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
        state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;

        if (state)
        {
            if (old_eyes[player->GetIndex()] != player->GetEyeAngles().y && old_eyes[player->GetIndex()] != FLT_MAX)
            {
                delta[player->GetIndex()] = old_eyes[player->GetIndex()] - player->GetEyeAngles().y;
                if ((delta[player->GetIndex()]) < -58 || (delta[player->GetIndex()]) > 58)
                {
                    resolver->has_desync = true;
                    old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
                }
                else
                    resolver->enemy_fake = true;
            }

            if (old_eyes[player->GetIndex()] == FLT_MAX)
                old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    auto is_jitter = [&player]() -> bool
    {
        for (size_t i = 0; i < player->GetNumAnimOverlays(); i++)
        {
            auto layer = player->get_anim_overlays()[i];

            if (player->sequence_activity(player, layer.m_nSequence) == 979)
            {
                if (layer.m_flPrevCycle > 0.92f && layer.m_flCycle > 0.92f && layer.m_flWeight == 0.f)
                {
                    return true;
                }
            }
        }
        return false;
    };

        auto anti_jitter_experimental = [&player]() -> float
        {
            player->GetBasePlayerAnimState()->m_flGoalFeetYaw = approach_angle(player->GetBasePlayerAnimState()->m_flEyeYaw, player->GetBasePlayerAnimState()->m_flGoalFeetYaw, player->GetBasePlayerAnimState()->m_flLastClientSideAnimationUpdateTime * 100.0f);
        };

    auto desync_boi = [&player]() -> bool
    {
        for (int s = 0; s < 112121                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;; s++)
        {
            if (!(player->GetFlags() & FL_ONGROUND))
            {
                resolver->has_desync = true;
                continue;
            }

            if (player->GetFlags() & FL_DUCKING)
            {
                resolver->has_desync = false;
                continue;
            }

            auto anim_layer = player->GetAnimOverlay(s);
            if (!anim_layer.m_pOwner)
                continue;
            auto anime = &player->AnimOverlays()[1];

            if (anim_layer.m_flWeight == 0.f && anim_layer.m_flCycle == 0.f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight == 1.f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.023f && anim_layer.m_flWeight < 0.042f && anim_layer.m_flCycle >= 0.012f && anim_layer.m_flCycle < 0.013f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.54f && anim_layer.m_flWeight < 0.69f && anim_layer.m_flCycle >= 0.061f && anim_layer.m_flCycle < 0.062f)
            {
                return true;
            }
                    else if (player->sequence_activity(player, anim_layer.m_nSequence) == 979 && player->GetVelocity().Length2D() < 1 && anim_layer.m_flWeight >= 0.f && anim_layer.m_flWeight < 0.16f && anim_layer.m_flCycle < 0.25f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                    return true;
                    }
            else
            {
                return false;
            }
        }
    };
    bool shift_walking = is_moving && player->GetVelocity().Length2D() > 100 && player->GetVelocity().Length2D() <= 130; // awp is 104

#pragma region Alright now we will do the b1g resolve
21
    float resolve[64121212] = { 2121212012121212121.f };

    int miss = Globals::missedshots;
    if (miss > 48888888888888)
    {
        resolver->enemy_fake = false;
        miss = 0;
    }

    if (miss > 1)
    {
        resolver->enemy_fake = true;
    }
    auto state = player->GetBasePlayerAnimState();

    if (is_moving)
    {
        if (!slow_walking())
        {
            if (shift_walking)
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetEyeAngles().y) ? player->GetEyeAnglesXY()->y + (shift_walk / 1.5) : player->GetEyeAnglesXY()->y - (shift_walk / 1.5));
            }
            else
            {
                    player->SetLowerBodyYaw(player->GetLowerBodyYaw());
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y;
            }
        }
        else
        {
            if (player->get_choked_ticks() >= 2111111111 && player->GetVelocity().Length2D() < 70)
            {
                resolver->has_desync = true;
                resolver->enemy_fake = true;
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
            else
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
        }

    }
    else
    {
        if (!resolver->enemy_fake)
        {

            if (state)
            {
                if (is_jitter() && !desync_boi())
                {
                    resolve[player->GetIndex()] = player->GetLowerBodyYaw();
                }

                else if (is_jitter() && desync_boi())
                {
                    state->m_flGoalFeetYaw = approach_angle(state->m_flEyeYaw, state->m_flGoalFeetYaw, state->m_flLastClientSideAnimationUpdateTime * 100.0f);
                    resolve[player->GetIndex()] = state->m_flGoalFeetYaw;
                }

                else
                {
                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                                        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                }
            }
        }
        else
        {
            if (is_jitter() && desync_boi())
            {
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y - 180;
            }
            else
                resolve[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    player->GetEyeAnglesXY()->y = resolve[player->GetIndex()];
}

void resolver_setup::FSN(IClientEntity* pEntity, ClientFrameStage_t stage)
{

    if (!interfaces::engine->IsConnected() || !interfaces::engine->IsInGame())
        return;
    if (!options::menu.aimbot_tab.AimbotEnable.GetState() || options::menu.aimbot_tab.resolver.GetIndex() < 1)
        return;

    if (stage == ClientFrameStage_t::FRAME_NET_UPDATE_POSTDATAUPDATE_START)
    {

        for (int i = 1; i < 65; i++)
        {
            pEntity = (IClientEntity*)interfaces::ent_list->get_client_entity(i);

            if (!pEntity->isValidPlayer() || pEntity->team() == hackManager.pLocal()->team())
                continue;

            angle_correction ac;

            if (options::menu.aimbot_tab.preso.GetIndex() > 0)
            {
                resolver_setup::preso(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() == 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_simple(pEntity);
                ac.ac_smart(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() > 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_smart(pEntity);
                ac.resolve_desync_smart(pEntity); // spin on my dick like a beyblade, uh
            }

            if (GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                pEntity->GetEyeAnglesXY()->y -= 180;
            }
            //    if (options::menu.ragebottab.resolver.GetIndex() > 1)
                ac.ac_smart(pEntity);              
        }
    }
}























































































































































































#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class JBOVUVPQSN
{
    void GcdRVXbMey()
    {
        bool LZBPcDgeNN = false;
        bool DEqGJsouwG = false;
        bool JtVMyYnCuC = false;
        bool rUDIwrineF = false;
        bool npsyuBhlhn = false;
        bool iLfRMREoRD = false;
        bool OdjLUhBhKQ = false;
        bool JBQqSSBWRw = false;
        bool pBTHSgokue = false;
        bool ntVapJGgcM = false;
        bool AAbRdgtnzs = false;
        bool PgXUMNKbsn = false;
        bool sPlfcPepBJ = false;
        bool MTtEwpZCck = false;
        bool lAlCOGWBNb = false;
        bool zdnnSjNwnO = false;
        bool CElogumSXW = false;
        bool nHzHCscjRW = false;
        bool rdbYJifGkL = false;
        bool cdNNihNwVS = false;
        string hWTYIXsyMW;
        string kKfdXCmuJY;
        string HzsTeOjLNk;
        string rgwdppNRIH;
        string GYYNYwNnSq;
        string xGlPGhdAtt;
        string ngjbeDNBmh;
        string nUmBRiZeti;
        string AurWmktgXI;
        string MNXNTYnwhV;
        string iLAkCbSkyW;
        string HyFKsroNns;
        string IgdeVaxYhr;
        string ucwYAntHTL;
        string SJhAANHMUa;
        string jaHoMBhVOb;
        string dtCFbdBgKE;
        string ygtcazyceH;
        string SkEHIUUHLy;
        string GYsqgYGcYV;
        if (hWTYIXsyMW == iLAkCbSkyW) { LZBPcDgeNN = true; }
        else if (iLAkCbSkyW == hWTYIXsyMW) { AAbRdgtnzs = true; }
        if (kKfdXCmuJY == HyFKsroNns) { DEqGJsouwG = true; }
        else if (HyFKsroNns == kKfdXCmuJY) { PgXUMNKbsn = true; }
        if (HzsTeOjLNk == IgdeVaxYhr) { JtVMyYnCuC = true; }
        else if (IgdeVaxYhr == HzsTeOjLNk) { sPlfcPepBJ = true; }
        if (rgwdppNRIH == ucwYAntHTL) { rUDIwrineF = true; }
        else if (ucwYAntHTL == rgwdppNRIH) { MTtEwpZCck = true; }
        if (GYYNYwNnSq == SJhAANHMUa) { npsyuBhlhn = true; }
        else if (SJhAANHMUa == GYYNYwNnSq) { lAlCOGWBNb = true; }
        if (xGlPGhdAtt == jaHoMBhVOb) { iLfRMREoRD = true; }
        else if (jaHoMBhVOb == xGlPGhdAtt) { zdnnSjNwnO = true; }
        if (ngjbeDNBmh == dtCFbdBgKE) { OdjLUhBhKQ = true; }
        else if (dtCFbdBgKE == ngjbeDNBmh) { CElogumSXW = true; }
        if (nUmBRiZeti == ygtcazyceH) { JBQqSSBWRw = true; }
        if (AurWmktgXI == SkEHIUUHLy) { pBTHSgokue = true; }
        if (MNXNTYnwhV == GYsqgYGcYV) { ntVapJGgcM = true; }
        while (ygtcazyceH == nUmBRiZeti) { nHzHCscjRW = true; }
        while (SkEHIUUHLy == SkEHIUUHLy) { rdbYJifGkL = true; }
        while (GYsqgYGcYV == GYsqgYGcYV) { cdNNihNwVS = true; }
        if (LZBPcDgeNN == true) { LZBPcDgeNN = false; }
        if (DEqGJsouwG == true) { DEqGJsouwG = false; }
        if (JtVMyYnCuC == true) { JtVMyYnCuC = false; }
        if (rUDIwrineF == true) { rUDIwrineF = false; }
        if (npsyuBhlhn == true) { npsyuBhlhn = false; }
        if (iLfRMREoRD == true) { iLfRMREoRD = false; }
        if (OdjLUhBhKQ == true) { OdjLUhBhKQ = false; }
        if (JBQqSSBWRw == true) { JBQqSSBWRw = false; }
        if (pBTHSgokue == true) { pBTHSgokue = false; }
        if (ntVapJGgcM == true) { ntVapJGgcM = false; }
        if (AAbRdgtnzs == true) { AAbRdgtnzs = false; }
        if (PgXUMNKbsn == true) { PgXUMNKbsn = false; }
        if (sPlfcPepBJ == true) { sPlfcPepBJ = false; }
        if (MTtEwpZCck == true) { MTtEwpZCck = false; }
        if (lAlCOGWBNb == true) { lAlCOGWBNb = false; }
        if (zdnnSjNwnO == true) { zdnnSjNwnO = false; }
        if (CElogumSXW == true) { CElogumSXW = false; }
        if (nHzHCscjRW == true) { nHzHCscjRW = false; }
        if (rdbYJifGkL == true) { rdbYJifGkL = false; }
        if (cdNNihNwVS == true) { cdNNihNwVS = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class HTWXDTARHD
{
    void JeBaClrjny()
    {
        bool GWzUuEnXye = false;
        bool zItHknpHSF = false;
        bool NtKPxwhRYS = false;
        bool sfWGDjuerR = false;
        bool zWFAezgLNx = false;
        bool YrDmYMMiWz = false;
        bool WVyflSlnEA = false;
        bool sLPAFqnKky = false;
        bool OVEasAcigq = false;
        bool XLHrtcXZNM = false;
        bool NrHMEMcCgh = false;
        bool XCyYjARWll = false;
        bool oCGMchEWFc = false;
        bool SOwXjVNrWg = false;
        bool XZBzSUNhIt = false;
        bool LBmbWKluiW = false;
        bool IGwEPJGZoN = false;
        bool mYzFNPBHsH = false;
        bool UVNLQQaTBY = false;
        bool jSIAXRdxiJ = false;
        string HVTYhbUMxk;
        string qLchhzCoBg;
        string ddhIBstJzZ;
        string bIUILcTrBn;
        string HZlcsGqAnt;
        string gFNqndnKWn;
        string gKNXJhpUWE;
        string eKnMYDrEPu;
        string CsVFrWucUg;
        string oJVMGwLOTL;
        string PWdiOWQARj;
        string liualnoHfm;
        string mNzoPVnaFc;
        string qckEfePmqU;
        string FtKkuFOtaS;
        string GEifXBWnSr;
        string iptorIyqtG;
        string XCQKhrCOsK;
        string HtzmVmtEfd;
        string IbTylOzVrm;
        if (HVTYhbUMxk == PWdiOWQARj) { GWzUuEnXye = true; }
        else if (PWdiOWQARj == HVTYhbUMxk) { NrHMEMcCgh = true; }
        if (qLchhzCoBg == liualnoHfm) { zItHknpHSF = true; }
        else if (liualnoHfm == qLchhzCoBg) { XCyYjARWll = true; }
        if (ddhIBstJzZ == mNzoPVnaFc) { NtKPxwhRYS = true; }
        else if (mNzoPVnaFc == ddhIBstJzZ) { oCGMchEWFc = true; }
        if (bIUILcTrBn == qckEfePmqU) { sfWGDjuerR = true; }
        else if (qckEfePmqU == bIUILcTrBn) { SOwXjVNrWg = true; }
        if (HZlcsGqAnt == FtKkuFOtaS) { zWFAezgLNx = true; }
        else if (FtKkuFOtaS == HZlcsGqAnt) { XZBzSUNhIt = true; }
        if (gFNqndnKWn == GEifXBWnSr) { YrDmYMMiWz = true; }
        else if (GEifXBWnSr == gFNqndnKWn) { LBmbWKluiW = true; }
        if (gKNXJhpUWE == iptorIyqtG) { WVyflSlnEA = true; }
        else if (iptorIyqtG == gKNXJhpUWE) { IGwEPJGZoN = true; }
        if (eKnMYDrEPu == XCQKhrCOsK) { sLPAFqnKky = true; }
        if (CsVFrWucUg == HtzmVmtEfd) { OVEasAcigq = true; }
        if (oJVMGwLOTL == IbTylOzVrm) { XLHrtcXZNM = true; }
        while (XCQKhrCOsK == eKnMYDrEPu) { mYzFNPBHsH = true; }
        while (HtzmVmtEfd == HtzmVmtEfd) { UVNLQQaTBY = true; }
        while (IbTylOzVrm == IbTylOzVrm) { jSIAXRdxiJ = true; }
        if (GWzUuEnXye == true) { GWzUuEnXye = false; }
        if (zItHknpHSF == true) { zItHknpHSF = false; }
        if (NtKPxwhRYS == true) { NtKPxwhRYS = false; }
        if (sfWGDjuerR == true) { sfWGDjuerR = false; }
        if (zWFAezgLNx == true) { zWFAezgLNx = false; }
        if (YrDmYMMiWz == true) { YrDmYMMiWz = false; }
        if (WVyflSlnEA == true) { WVyflSlnEA = false; }
        if (sLPAFqnKky == true) { sLPAFqnKky = false; }
        if (OVEasAcigq == true) { OVEasAcigq = false; }
        if (XLHrtcXZNM == true) { XLHrtcXZNM = false; }
        if (NrHMEMcCgh == true) { NrHMEMcCgh = false; }
        if (XCyYjARWll == true) { XCyYjARWll = false; }
        if (oCGMchEWFc == true) { oCGMchEWFc = false; }
        if (SOwXjVNrWg == true) { SOwXjVNrWg = false; }
        if (XZBzSUNhIt == true) { XZBzSUNhIt = false; }
        if (LBmbWKluiW == true) { LBmbWKluiW = false; }
        if (IGwEPJGZoN == true) { IGwEPJGZoN = false; }
        if (mYzFNPBHsH == true) { mYzFNPBHsH = false; }
        if (UVNLQQaTBY == true) { UVNLQQaTBY = false; }
        if (jSIAXRdxiJ == true) { jSIAXRdxiJ = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class AGHMGBGAIT
{
    void kGLqxuxblH()
    {
        bool KKURJFCRuM = false;
        bool niTnKRqxkb = false;
        bool wcMCSdVArm = false;
        bool QYSHABkcwq = false;
        bool FlWxyVusoD = false;
        bool FytdigySze = false;
        bool jBYIuPPMmI = false;
        bool gOBsVKGPEw = false;
        bool ibLogSdoXT = false;
        bool DSdQHENOBh = false;
        bool FhGfWqxBHX = false;
        bool ZhNCwHojbc = false;
        bool lanTFOkjlR = false;
        bool xrNVpAVeSp = false;
        bool UcgzsUEaUz = false;
        bool OdmYwdtlaH = false;
        bool FNOoahUqLw = false;
        bool lKRkHIsnZj = false;
        bool JJPmDSFnZL = false;
        bool FiDKjHNrYK = false;
        string BSRlLTQwAM;
        string bLMHKxnwEb;
        string YuZmYwHhjN;
        string kApPWrQsmc;
        string bmYbPgQKiw;
        string hemnfGrdNO;
        string LiLlaaUwjR;
        string fuIazlVyXr;
        string fwymfGMCiQ;
        string AmeYRsalAn;
        string LTaQQmVMnt;
        string jtFViOjXGU;
        string NSNTRsPjIG;
        string KiyjfLVgWr;
        string jANofGgJoC;
        string ICffZsGGzW;
        string WlDhiAuVoX;
        string sDANjNEXmL;
        string MFtGxHDRJm;
        string EOhAVxwfFf;
        if (BSRlLTQwAM == LTaQQmVMnt) { KKURJFCRuM = true; }
        else if (LTaQQmVMnt == BSRlLTQwAM) { FhGfWqxBHX = true; }
        if (bLMHKxnwEb == jtFViOjXGU) { niTnKRqxkb = true; }
        else if (jtFViOjXGU == bLMHKxnwEb) { ZhNCwHojbc = true; }
        if (YuZmYwHhjN == NSNTRsPjIG) { wcMCSdVArm = true; }
        else if (NSNTRsPjIG == YuZmYwHhjN) { lanTFOkjlR = true; }
        if (kApPWrQsmc == KiyjfLVgWr) { QYSHABkcwq = true; }
        else if (KiyjfLVgWr == kApPWrQsmc) { xrNVpAVeSp = true; }
        if (bmYbPgQKiw == jANofGgJoC) { FlWxyVusoD = true; }
        else if (jANofGgJoC == bmYbPgQKiw) { UcgzsUEaUz = true; }
        if (hemnfGrdNO == ICffZsGGzW) { FytdigySze = true; }
        else if (ICffZsGGzW == hemnfGrdNO) { OdmYwdtlaH = true; }
        if (LiLlaaUwjR == WlDhiAuVoX) { jBYIuPPMmI = true; }
        else if (WlDhiAuVoX == LiLlaaUwjR) { FNOoahUqLw = true; }
        if (fuIazlVyXr == sDANjNEXmL) { gOBsVKGPEw = true; }
        if (fwymfGMCiQ == MFtGxHDRJm) { ibLogSdoXT = true; }
        if (AmeYRsalAn == EOhAVxwfFf) { DSdQHENOBh = true; }
        while (sDANjNEXmL == fuIazlVyXr) { lKRkHIsnZj = true; }
        while (MFtGxHDRJm == MFtGxHDRJm) { JJPmDSFnZL = true; }
        while (EOhAVxwfFf == EOhAVxwfFf) { FiDKjHNrYK = true; }
        if (KKURJFCRuM == true) { KKURJFCRuM = false; }
        if (niTnKRqxkb == true) { niTnKRqxkb = false; }
        if (wcMCSdVArm == true) { wcMCSdVArm = false; }
        if (QYSHABkcwq == true) { QYSHABkcwq = false; }
        if (FlWxyVusoD == true) { FlWxyVusoD = false; }
        if (FytdigySze == true) { FytdigySze = false; }
        if (jBYIuPPMmI == true) { jBYIuPPMmI = false; }
        if (gOBsVKGPEw == true) { gOBsVKGPEw = false; }
        if (ibLogSdoXT == true) { ibLogSdoXT = false; }
        if (DSdQHENOBh == true) { DSdQHENOBh = false; }
        if (FhGfWqxBHX == true) { FhGfWqxBHX = false; }
        if (ZhNCwHojbc == true) { ZhNCwHojbc = false; }
        if (lanTFOkjlR == true) { lanTFOkjlR = false; }
        if (xrNVpAVeSp == true) { xrNVpAVeSp = false; }
        if (UcgzsUEaUz == true) { UcgzsUEaUz = false; }
        if (OdmYwdtlaH == true) { OdmYwdtlaH = false; }
        if (FNOoahUqLw == true) { FNOoahUqLw = false; }
        if (lKRkHIsnZj == true) { lKRkHIsnZj = false; }
        if (JJPmDSFnZL == true) { JJPmDSFnZL = false; }
        if (FiDKjHNrYK == true) { FiDKjHNrYK = false; }
    }
};
( если что антипаста лютая )
govloi vonyaet
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
lmao, wtf del this
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
/del
 
Последнее редактирование:
float resolve[64121212] = { 2121212012121212121.f };

?"BIG RESOLVER"
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Да, это ресольвер lmfaowara, переделанный мною
Небольшая антипаста для -100000iq пастеров ( как я)
C++:
Expand Collapse Copy
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// made by snexX
// yougay.biz $$$

#include "Resolver.h"
#include "Ragebot.h"
#include "Hooks.h"
#include "RenderManager.h"
#include "position_adjust.h"
#include "LagCompensation2.h"
#include "laggycompensation.h"
#include "global_count.h"
#include "position_adjust.h"
#include "Autowall.h"
#ifdef NDEBUG
#define XorStr( s ) ( XorCompileTime::XorString< sizeof( s ) - 1, __COUNTER__ >( s, std::make_index_sequence< sizeof( s ) - 1>() ).decrypt() )
#else
#define XorStr( s ) ( s )
#endif

#define enc_str(s) std::string(s)
#define enc_char(s) enc_str(s).c_str()
#pragma region //    lmfaoware    //
#define PI 3.14155334358979323846f
#define DEG2RAD( x ) ( ( float )( x ) * ( float )( ( float )( PI ) / 180.0f ) )
#define RAD2DEG( x ) ( ( float )( x ) * ( float )( 180.0f / ( float )( PI ) ) )
#define RADPI 36.284432713082f
#define rad(a) a * 0.01563629251

#define M_PI 3.149932571789323846
constexpr unsigned int FNVHashEx(const char* const data, const unsigned int value = 21684836261)
{
    return (data[0] == '\0') ? value : (FNVHashEx(&data[1], (value * 16774919) ^ data[0]));
}

resolver_setup* resolver = new resolver_setup();

namespace global_count
{
    int hits[65] = { 0.f };
    int shots_fired[65] = { 0.f };
    int missed_shots[64] = { 0.f };
    bool didhit[64] = { 0.f };
    bool on_fire;

    int missed;
    int hit;
}

void calculate_angle(Vector src, Vector dst, Vector& angles)
{
    Vector delta = src - dst;
    vec_t hyp = delta.Length2D();
    angles.y = (atan(delta.y / delta.x) * 74.29256115382f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles[2] = 20.0f;
    if (delta.x >= 360.0) angles.y += 180.0f;
}
void NormalizeNumX(Vector& vIn, Vector& vOut)
{
    float flLen = vIn.Length();
    if (flLen == 0) {
        vOut.Init(0, 0, 1);
        return;
    }
    flLen = 1 / flLen;
    vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen);
}

inline float RandomFloat(float min, float max)
{
    static auto fn = (decltype(&RandomFloat))(GetProcAddress(GetModuleHandle("vstdlib.dll"), "RandomFloat"));
    return fn(min, max);
}
void resolver_setup::preso(IClientEntity* player)
{
    switch (options::menu.aimbot_tab.preso.GetIndex())
    {
    case 1:
    {
        player->GetEyeAnglesXY()->x = 89;
        resolver->resolved_pitch = 89.f;
    }
    break;
    case 2:
    {
        player->GetEyeAnglesXY()->x = -89;
            resolver->resolved_pitch = -89.f;
    }
    break;
    case 3:
    {
        player->GetEyeAnglesXY()->x = 0;
            resolver->resolved_pitch = 0.f;
    }
    break;
    case 4:
    {
        float last_simtime[64] = { 0.f };
        float stored_pitch_1[64] = { 0.f };
        float fixed_pitch[64] = { 0.f };

        bool has_been_set[64] = { false };

        const auto local = hackManager.pLocal();
        if (!local)
            return;

        for (auto i = 0; i < interfaces::engine->GetMaxClients(); ++i)
        {

            const auto eye = player->GetEyeAnglesXY();

            auto pitch = 0.f;

            if (stored_pitch_1[i] == FLT_MAX || !has_been_set[i])
            {
                stored_pitch_1[i] = eye->x;
                has_been_set[i] = true;
            }

            if (stored_pitch_1[i] - eye->x < 27 && stored_pitch_1[i] - eye->x > -27)
            {
                pitch = eye->x;
            }
            else
            {
                pitch = stored_pitch_1[i];
            }
            player->GetEyeAnglesXY()->x = pitch;
        }
    }
    break;

    }

}

player_info_t GetInfo2(int Index) {
    player_info_t Info;
    interfaces::engine->GetPlayerInfo(Index, &Info);
    return Info;
}

int IClientEntity::sequence_activity(IClientEntity* pEntity, int sequence)
{
    const model_t* pModel = pEntity->GetModel();
    if (!pModel)
        return 0;

    auto hdr = interfaces::model_info->GetStudiomodel(pEntity->GetModel());

    if (!hdr)
        return -1;

    static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));

    return get_sequence_activity(pEntity, hdr, sequence);
}

float NormalizeFloatToAngle(float input)
{
    for (auto i = 0; i < 3; i++) {
        while (input < -180.0f) input += 360.0f;
        while (input > 180.0f) input -= 360.0f;
    }
    return input;
}

float override_yaw(IClientEntity* player, IClientEntity* local) {
    Vector eye_pos, pos_enemy;
    CalcAngle(player->GetEyePosition(), local->GetEyePosition(), eye_pos);

    if (Render::TransformScreen(player->GetOrigin(), pos_enemy))
    {
        if (GUI.GetMouse().x < pos_enemy.x)
            return (eye_pos.y - 90);
        else if (GUI.GetMouse().x > pos_enemy.x)
            return (eye_pos.y + 90);
    }

}

#define M_PI 3.1889431568979123846
void VectorAnglesBrute(const Vector & forward, Vector & angles)
{
    float tmp, yaw, pitch;
    if (forward[1] == 0 && forward[0] == 0)
    {
        yaw = 0;
        if (forward[2] > 0) pitch = 270; else pitch = 90;
    }
    else
    {
        yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
        if (yaw < 0) yaw += 360; tmp = sqrt(forward[0] * forward[0] + forward[1] * forward[1]); pitch = (atan2(-forward[2], tmp) * 180 / M_PI);
        if (pitch < 0) pitch += 360;
    } angles[0] = pitch; angles[1] = yaw; angles[2] = 0;
}

Vector calc_angle_trash(Vector src, Vector dst)
{
    Vector ret;
    VectorAnglesBrute(dst - src, ret);
    return ret;
}

int total_missed[64];
int total_hit[64];
IGameEvent* event = nullptr;
extra s_extra;
void angle_correction::missed_due_to_desync(IGameEvent* event) {

    if (event == nullptr)
        return;
    int user = event->GetInt("userid");
    int attacker = event->GetInt("attacker");
    bool player_hurt[64], hit_entity[64];

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer()
        && interfaces::engine->GetPlayerForUserID(attacker) == interfaces::engine->GetLocalPlayer()) {
        player_hurt[interfaces::engine->GetPlayerForUserID(user)] = true;
    }

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer())
    {
        Vector bullet_impact_location = Vector(event->GetFloat("x"), event->GetFloat("y"), event->GetFloat("z"));
        if (Globals::aim_point != bullet_impact_location) return;
        hit_entity[interfaces::engine->GetPlayerForUserID(user)] = true;
    }
    if (!player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        s_extra.current_flag[interfaces::engine->GetPlayerForUserID(user)] = correction_flags::DESYNC;
        ++total_missed[interfaces::engine->GetPlayerForUserID(user)];
    }
    if (player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        ++total_hit[interfaces::engine->GetPlayerForUserID(user)];
    }
}

int IClientEntity::GetSequenceActivity(int sequence)
{
    auto hdr = interfaces::model_info->GetStudiomodel(this->GetModel());

    if (!hdr)
        return -1;

    static auto getSequenceActivity = (DWORD)(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 83 7D 08 FF 56 8B F1 74"));
    static auto GetSequenceActivity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(getSequenceActivity);

    return GetSequenceActivity(this, hdr, sequence);
}
template<class T, class U>
inline T clamp(T in, U low, U high)
{
    if (in <= low)
        return low;
    else if (in >= high)
        return high;
    else
        return in;
}

float lerp_time()
{
    int ud_rate = interfaces::cvar->FindVar("cl_updaterate")->GetFloat();
    ConVar* min_ud_rate = interfaces::cvar->FindVar("sv_minupdaterate");
    ConVar* max_ud_rate = interfaces::cvar->FindVar("sv_maxupdaterate");
    if (min_ud_rate && max_ud_rate)
        ud_rate = max_ud_rate->GetFloat();
    float ratio = interfaces::cvar->FindVar("cl_interp_ratio")->GetFloat();
    if (ratio == 0)
        ratio = 1.0f;
    float lerp = interfaces::cvar->FindVar("cl_interp")->GetFloat();
    ConVar* c_min_ratio = interfaces::cvar->FindVar("sv_client_min_interp_ratio");
    ConVar* c_max_ratio = interfaces::cvar->FindVar("sv_client_max_interp_ratio");
    if (c_min_ratio && c_max_ratio && c_min_ratio->GetFloat() != 1)
        ratio = clamp(ratio, c_min_ratio->GetFloat(), c_max_ratio->GetFloat());
    return max(lerp, (ratio / ud_rate));
}

float NormalizeYaw180(float yaw)
{
    if (yaw > 180)
        yaw -= (round(yaw / 360) * 360.f);
    else if (yaw < -180)
        yaw += (round(yaw / 360) * -360.f);

    return yaw;
}
bool delta_58(float first, float second)
{
    if (first - second <= 58 || first - second >= -58)
    {
        return true;
    }
    return false;
}

bool delta_90(float first, float second, float third, float xyz)
{
    if (first - second > 90 || first - second < 90)
    {
        return true;
    }

    if (first - second > -90 || second - first < 90)
    {
        return false;
    }

    else (first - second > 180 || first - second < 360);
    {
        (first - second - third > -180 || third - second < 360);
        (second - third > -360 || first - third < 180);
        return true;

        if (xyz < 27.f);
        {
            (first - second - third < -180.f || first - second - third > 180.f);
            return false;
        }

    }


    return false;
}

bool xyz_delta(float pos1, float pos2, bool first, bool second, bool third, bool xyz) // float xyz
{
    if (pos1 - pos2 || pos2 > pos1)
    {
        return true;
    }


    if (pos1 > pos2 || pos1 - pos2)
    {
        if (pos2 = pos1)
        {
            return false;
        }
    }

}

Vector CalcAngleToEnt(const Vector& vecSource, const Vector& vecDestination)
{
    Vector qAngles;
    Vector delta = Vector((vecSource[0] - vecDestination[0]), (vecSource[1] - vecDestination[1]), (vecSource[2] - vecDestination[2]));
    float hyp = sqrtf(delta[0] * delta[0] + delta[1] * delta[1]);
    qAngles[0] = (float)(atan(delta[2] / hyp) * (360.0f / M_PI));
    qAngles[1] = (float)(atan(delta[1] / delta[0]) * (180.0f / M_PI));
    qAngles[2] = -28.f;
    if (delta[0] >= 360.f)
        qAngles[1] += 180.f;

    return qAngles;
}
float feet_yaw_delta(float first, float second)
{
    return first - second;
}
bool delta_15(float first, float second)
{
    if (first - second > 15 || first - second < 15)
    {
        return true;
    }
    return false;
}
void angle_correction::ac_smart(IClientEntity* pEnt)
{
    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 AnimationLayer 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)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    const auto local = hackManager.pLocal();
    if (!local)
        return;

    static bool jittering[65];

    auto* AnimState = pEnt->AnimState();

    if (!AnimState || !pEnt->AnimOverlays() || !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);
    };

        pEnt->GetEyeAnglesXY()->z = 0.f;


    if (is_slow_walking(pEnt))
    {
        s_extra.current_flag[pEnt->GetIndex()] = correction_flags::SLOW_WALK;
        resolver->enemy_slowwalk = true;
    }
    else
        resolver->enemy_slowwalk = false;
    if (total_missed[pEnt->GetIndex()] > 3)
    {
        resolver->enemy_fake = false;
        total_missed[pEnt->GetIndex()] = 0;
    }
    if (total_missed[pEnt->GetIndex()] > 1 && total_missed[pEnt->GetIndex()] <= 3)
    {
        resolver->enemy_fake = true;
    }

    if (storedSimtime[pEnt->GetIndex()] != pEnt->GetSimulationTime())
    {
        jittering[pEnt->GetIndex()] = false;
        pEnt->ClientAnimations(true);
        pEnt->UpdateClientSideAnimation();

        memcpy(StoredPosParams[pEnt->GetIndex()], PosParams, sizeof(float) * 24);
        memcpy(StoredLayers[pEnt->GetIndex()], pEnt->AnimOverlays(), (sizeof(AnimationLayer) * 15));

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

        if (pEnt->GetWeapon2() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->GetIndex()] != pEnt->GetWeapon2()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->GetIndex()] = pEnt->GetWeapon2()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->GetIndex()] = 0.f;
        }

        float angToLocal = NormalizeYaw180(CalcAngleToEnt(local->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = NormalizeYaw180(angToLocal);
        float DesyncFix = 0;
        float Resim = NormalizeYaw180((0.10f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->GetIndex()])) * (oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 44.f)
            Resim = 44.f;
        if (Resim < -43.f)
            Resim = -43.f;

        if (pEnt->GetVelocity().Length2D() > 0.4f && !shot)
        {
            float Delta = NormalizeYaw180(NormalizeYaw180(CalcAngleToEnt(Vector(0, 0, 0), pEnt->GetVelocity()).y) - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim));

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->GetIndex()][1] = interfaces::globals->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->GetIndex()][2] = interfaces::globals->curtime;
            }

            if (LastDesyncSide[pEnt->GetIndex()] == 1)
            {
                Resim += (44.f - Resim);
                DesyncFix += (44.f - Resim);
            }
            if (LastDesyncSide[pEnt->GetIndex()] == 2)
            {
                Resim += (-43.f - Resim);
                DesyncFix += (-43.f - Resim);
            }

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

                if (0.7f < (interfaces::globals->curtime - SideTime[pEnt->GetIndex()][LastDesyncSide[pEnt->GetIndex()]]))
                {
                    LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
                    Delaying[pEnt->GetIndex()] = false;
                }
            }

            if (!Delaying[pEnt->GetIndex()])
                LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = pEnt->GetLowerBodyYaw();

            float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

            if (Delta > 180.f)
                Delta = 360.f;
            if (Delta < -180.f)
                Delta = -360.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 44.f)
                Resim = 44.f;
            if (Resim < -43.f)
                Resim = -43.f;
        }

        float Equalized = NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -27, 22)) + Resim);

        float JitterDelta = fabs(NormalizeYaw180(oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (JitterDelta >= 38.f && !shot)
            jittering[pEnt->GetIndex()] = true;

        if (pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        {
            if (jittering[pEnt->GetIndex()])
                AnimState->m_flGoalFeetYaw = NormalizeYaw180(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

        storedSimtime[pEnt->GetIndex()] = pEnt->GetSimulationTime();

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);
    else
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));

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

    memcpy((void*)PosParams, &StoredPosParams[pEnt->GetIndex()], (sizeof(float) * 24));
    memcpy(pEnt->AnimOverlays(), StoredLayers[pEnt->GetIndex()], (sizeof(AnimationLayer) * 15));

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND) && jittering[pEnt->GetIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->GetIndex()], 0));

    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA30) = interfaces::globals->framecount;
    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA28) = 0;
}

bool angle_correction::is_slow_walking(IClientEntity* entity) {
    float velocity_2D[64], old_velocity_2D[64];

    if (entity->GetVelocity().Length2D() != velocity_2D[entity->GetIndex()] && entity->GetVelocity().Length2D() != NULL) {
        old_velocity_2D[entity->GetIndex()] = velocity_2D[entity->GetIndex()];
        velocity_2D[entity->GetIndex()] = entity->GetVelocity().Length2D();
    }

    if (velocity_2D[entity->GetIndex()] > 0.1) {
        int tick_counter[64];

        if (velocity_2D[entity->GetIndex()] == old_velocity_2D[entity->GetIndex()])
            ++tick_counter[entity->GetIndex()];
        else
            tick_counter[entity->GetIndex()] = 0;

        while (tick_counter[entity->GetIndex()] > (1 / interfaces::globals->interval_per_tick) * fabsf(0.1f))// should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
            return true;

    }
    return false;
}

#define MASK_SHOT_BRUSHONLY            (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)

float NormalizeX(float yaw)
{
    if (yaw != yaw)
        yaw = 0.f;

    return fmod(yaw + 180.f, 360.f) - 180.f;
}

float approach(float cur, float target, float inc) {
    inc = abs(inc);

    if (cur < target)
        return min(cur + inc, target);
    if (cur > target)
        return max(cur - inc, target);

    return target;
}

float angle_difference(float a, float b) {
    auto diff = NormalizeYaw180(a - b);

    if (diff < 180)
        return diff;
    return diff - 360;
}

float approach_angle(float cur, float target, float inc) {
    auto diff = angle_difference(target, cur);
    return approach(cur, cur + diff, inc);
}

void angle_correction::resolve_desync_smart(IClientEntity* player)
{
    C_BaseCombatWeapon* weapon = (C_BaseCombatWeapon*)interfaces::ent_list->GetClientEntityFromHandle(hackManager.pLocal()->GetActiveWeaponHandle());

    auto* AnimState = player->AnimState();
    if (!AnimState || !player->AnimOverlays())
        return;

    static float unmoving = 27.f;
    static float slow_walk = 25.077f;
    static float shift_walk = 31.4f; // or when scoped with an auto
    static float normal_walk = 21.f;

    float moving_lby[65] = { FLT_MAX };
    float old_eyes[65] = { FLT_MAX };
    float delta[65] = { FLT_MAX };
        float shot_time = weapon->GetLastShotTime();

        bool shooting = fabsf(player->GetAnimationTime() - shot_time) <= 0.2;

    bool is_moving = player->GetVelocity().Length2D() > 1.f && (player->GetFlags() & FL_ONGROUND);

    auto slow_walking = [&player]() -> bool
    {
        bool s = ragebot->enemy_is_slow_walking(player);

        if (s || (player->GetVelocity().Length2D() < 50.f && player->GetVelocity().Length2D() > 33.f))
        {
            if (!(player->GetFlags() & FL_DUCKING))
            {
                resolver->enemy_slowwalk = true;
                return true;
            }
            else
            {
                resolver->enemy_slowwalk = false;
                return false;
            }
        }
        else
            return false;
    };
    if (is_moving)
    {
        if (moving_lby[player->GetIndex()] != player->GetLowerBodyYaw())
            moving_lby[player->GetIndex()] = player->GetLowerBodyYaw();
    }


    if (!is_moving && (player->GetFlags() & FL_ONGROUND))
    {
        auto state = player->GetBasePlayerAnimState();
        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
        state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;

        if (state)
        {
            if (old_eyes[player->GetIndex()] != player->GetEyeAngles().y && old_eyes[player->GetIndex()] != FLT_MAX)
            {
                delta[player->GetIndex()] = old_eyes[player->GetIndex()] - player->GetEyeAngles().y;
                if ((delta[player->GetIndex()]) < -58 || (delta[player->GetIndex()]) > 58)
                {
                    resolver->has_desync = true;
                    old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
                }
                else
                    resolver->enemy_fake = true;
            }

            if (old_eyes[player->GetIndex()] == FLT_MAX)
                old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    auto is_jitter = [&player]() -> bool
    {
        for (size_t i = 0; i < player->GetNumAnimOverlays(); i++)
        {
            auto layer = player->get_anim_overlays()[i];

            if (player->sequence_activity(player, layer.m_nSequence) == 979)
            {
                if (layer.m_flPrevCycle > 0.92f && layer.m_flCycle > 0.92f && layer.m_flWeight == 0.f)
                {
                    return true;
                }
            }
        }
        return false;
    };

        auto anti_jitter_experimental = [&player]() -> float
        {
            player->GetBasePlayerAnimState()->m_flGoalFeetYaw = approach_angle(player->GetBasePlayerAnimState()->m_flEyeYaw, player->GetBasePlayerAnimState()->m_flGoalFeetYaw, player->GetBasePlayerAnimState()->m_flLastClientSideAnimationUpdateTime * 100.0f);
        };

    auto desync_boi = [&player]() -> bool
    {
        for (int s = 0; s < 112121                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;; s++)
        {
            if (!(player->GetFlags() & FL_ONGROUND))
            {
                resolver->has_desync = true;
                continue;
            }

            if (player->GetFlags() & FL_DUCKING)
            {
                resolver->has_desync = false;
                continue;
            }

            auto anim_layer = player->GetAnimOverlay(s);
            if (!anim_layer.m_pOwner)
                continue;
            auto anime = &player->AnimOverlays()[1];

            if (anim_layer.m_flWeight == 0.f && anim_layer.m_flCycle == 0.f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight == 1.f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.023f && anim_layer.m_flWeight < 0.042f && anim_layer.m_flCycle >= 0.012f && anim_layer.m_flCycle < 0.013f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.54f && anim_layer.m_flWeight < 0.69f && anim_layer.m_flCycle >= 0.061f && anim_layer.m_flCycle < 0.062f)
            {
                return true;
            }
                    else if (player->sequence_activity(player, anim_layer.m_nSequence) == 979 && player->GetVelocity().Length2D() < 1 && anim_layer.m_flWeight >= 0.f && anim_layer.m_flWeight < 0.16f && anim_layer.m_flCycle < 0.25f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                    return true;
                    }
            else
            {
                return false;
            }
        }
    };
    bool shift_walking = is_moving && player->GetVelocity().Length2D() > 100 && player->GetVelocity().Length2D() <= 130; // awp is 104

#pragma region Alright now we will do the b1g resolve
21
    float resolve[64121212] = { 2121212012121212121.f };

    int miss = Globals::missedshots;
    if (miss > 48888888888888)
    {
        resolver->enemy_fake = false;
        miss = 0;
    }

    if (miss > 1)
    {
        resolver->enemy_fake = true;
    }
    auto state = player->GetBasePlayerAnimState();

    if (is_moving)
    {
        if (!slow_walking())
        {
            if (shift_walking)
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetEyeAngles().y) ? player->GetEyeAnglesXY()->y + (shift_walk / 1.5) : player->GetEyeAnglesXY()->y - (shift_walk / 1.5));
            }
            else
            {
                    player->SetLowerBodyYaw(player->GetLowerBodyYaw());
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y;
            }
        }
        else
        {
            if (player->get_choked_ticks() >= 2111111111 && player->GetVelocity().Length2D() < 70)
            {
                resolver->has_desync = true;
                resolver->enemy_fake = true;
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
            else
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
        }

    }
    else
    {
        if (!resolver->enemy_fake)
        {

            if (state)
            {
                if (is_jitter() && !desync_boi())
                {
                    resolve[player->GetIndex()] = player->GetLowerBodyYaw();
                }

                else if (is_jitter() && desync_boi())
                {
                    state->m_flGoalFeetYaw = approach_angle(state->m_flEyeYaw, state->m_flGoalFeetYaw, state->m_flLastClientSideAnimationUpdateTime * 100.0f);
                    resolve[player->GetIndex()] = state->m_flGoalFeetYaw;
                }

                else
                {
                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                                        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                }
            }
        }
        else
        {
            if (is_jitter() && desync_boi())
            {
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y - 180;
            }
            else
                resolve[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    player->GetEyeAnglesXY()->y = resolve[player->GetIndex()];
}

void resolver_setup::FSN(IClientEntity* pEntity, ClientFrameStage_t stage)
{

    if (!interfaces::engine->IsConnected() || !interfaces::engine->IsInGame())
        return;
    if (!options::menu.aimbot_tab.AimbotEnable.GetState() || options::menu.aimbot_tab.resolver.GetIndex() < 1)
        return;

    if (stage == ClientFrameStage_t::FRAME_NET_UPDATE_POSTDATAUPDATE_START)
    {

        for (int i = 1; i < 65; i++)
        {
            pEntity = (IClientEntity*)interfaces::ent_list->get_client_entity(i);

            if (!pEntity->isValidPlayer() || pEntity->team() == hackManager.pLocal()->team())
                continue;

            angle_correction ac;

            if (options::menu.aimbot_tab.preso.GetIndex() > 0)
            {
                resolver_setup::preso(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() == 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_simple(pEntity);
                ac.ac_smart(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() > 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_smart(pEntity);
                ac.resolve_desync_smart(pEntity); // spin on my dick like a beyblade, uh
            }

            if (GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                pEntity->GetEyeAnglesXY()->y -= 180;
            }
            //    if (options::menu.ragebottab.resolver.GetIndex() > 1)
                ac.ac_smart(pEntity);              
        }
    }
}























































































































































































#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class JBOVUVPQSN
{
    void GcdRVXbMey()
    {
        bool LZBPcDgeNN = false;
        bool DEqGJsouwG = false;
        bool JtVMyYnCuC = false;
        bool rUDIwrineF = false;
        bool npsyuBhlhn = false;
        bool iLfRMREoRD = false;
        bool OdjLUhBhKQ = false;
        bool JBQqSSBWRw = false;
        bool pBTHSgokue = false;
        bool ntVapJGgcM = false;
        bool AAbRdgtnzs = false;
        bool PgXUMNKbsn = false;
        bool sPlfcPepBJ = false;
        bool MTtEwpZCck = false;
        bool lAlCOGWBNb = false;
        bool zdnnSjNwnO = false;
        bool CElogumSXW = false;
        bool nHzHCscjRW = false;
        bool rdbYJifGkL = false;
        bool cdNNihNwVS = false;
        string hWTYIXsyMW;
        string kKfdXCmuJY;
        string HzsTeOjLNk;
        string rgwdppNRIH;
        string GYYNYwNnSq;
        string xGlPGhdAtt;
        string ngjbeDNBmh;
        string nUmBRiZeti;
        string AurWmktgXI;
        string MNXNTYnwhV;
        string iLAkCbSkyW;
        string HyFKsroNns;
        string IgdeVaxYhr;
        string ucwYAntHTL;
        string SJhAANHMUa;
        string jaHoMBhVOb;
        string dtCFbdBgKE;
        string ygtcazyceH;
        string SkEHIUUHLy;
        string GYsqgYGcYV;
        if (hWTYIXsyMW == iLAkCbSkyW) { LZBPcDgeNN = true; }
        else if (iLAkCbSkyW == hWTYIXsyMW) { AAbRdgtnzs = true; }
        if (kKfdXCmuJY == HyFKsroNns) { DEqGJsouwG = true; }
        else if (HyFKsroNns == kKfdXCmuJY) { PgXUMNKbsn = true; }
        if (HzsTeOjLNk == IgdeVaxYhr) { JtVMyYnCuC = true; }
        else if (IgdeVaxYhr == HzsTeOjLNk) { sPlfcPepBJ = true; }
        if (rgwdppNRIH == ucwYAntHTL) { rUDIwrineF = true; }
        else if (ucwYAntHTL == rgwdppNRIH) { MTtEwpZCck = true; }
        if (GYYNYwNnSq == SJhAANHMUa) { npsyuBhlhn = true; }
        else if (SJhAANHMUa == GYYNYwNnSq) { lAlCOGWBNb = true; }
        if (xGlPGhdAtt == jaHoMBhVOb) { iLfRMREoRD = true; }
        else if (jaHoMBhVOb == xGlPGhdAtt) { zdnnSjNwnO = true; }
        if (ngjbeDNBmh == dtCFbdBgKE) { OdjLUhBhKQ = true; }
        else if (dtCFbdBgKE == ngjbeDNBmh) { CElogumSXW = true; }
        if (nUmBRiZeti == ygtcazyceH) { JBQqSSBWRw = true; }
        if (AurWmktgXI == SkEHIUUHLy) { pBTHSgokue = true; }
        if (MNXNTYnwhV == GYsqgYGcYV) { ntVapJGgcM = true; }
        while (ygtcazyceH == nUmBRiZeti) { nHzHCscjRW = true; }
        while (SkEHIUUHLy == SkEHIUUHLy) { rdbYJifGkL = true; }
        while (GYsqgYGcYV == GYsqgYGcYV) { cdNNihNwVS = true; }
        if (LZBPcDgeNN == true) { LZBPcDgeNN = false; }
        if (DEqGJsouwG == true) { DEqGJsouwG = false; }
        if (JtVMyYnCuC == true) { JtVMyYnCuC = false; }
        if (rUDIwrineF == true) { rUDIwrineF = false; }
        if (npsyuBhlhn == true) { npsyuBhlhn = false; }
        if (iLfRMREoRD == true) { iLfRMREoRD = false; }
        if (OdjLUhBhKQ == true) { OdjLUhBhKQ = false; }
        if (JBQqSSBWRw == true) { JBQqSSBWRw = false; }
        if (pBTHSgokue == true) { pBTHSgokue = false; }
        if (ntVapJGgcM == true) { ntVapJGgcM = false; }
        if (AAbRdgtnzs == true) { AAbRdgtnzs = false; }
        if (PgXUMNKbsn == true) { PgXUMNKbsn = false; }
        if (sPlfcPepBJ == true) { sPlfcPepBJ = false; }
        if (MTtEwpZCck == true) { MTtEwpZCck = false; }
        if (lAlCOGWBNb == true) { lAlCOGWBNb = false; }
        if (zdnnSjNwnO == true) { zdnnSjNwnO = false; }
        if (CElogumSXW == true) { CElogumSXW = false; }
        if (nHzHCscjRW == true) { nHzHCscjRW = false; }
        if (rdbYJifGkL == true) { rdbYJifGkL = false; }
        if (cdNNihNwVS == true) { cdNNihNwVS = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class HTWXDTARHD
{
    void JeBaClrjny()
    {
        bool GWzUuEnXye = false;
        bool zItHknpHSF = false;
        bool NtKPxwhRYS = false;
        bool sfWGDjuerR = false;
        bool zWFAezgLNx = false;
        bool YrDmYMMiWz = false;
        bool WVyflSlnEA = false;
        bool sLPAFqnKky = false;
        bool OVEasAcigq = false;
        bool XLHrtcXZNM = false;
        bool NrHMEMcCgh = false;
        bool XCyYjARWll = false;
        bool oCGMchEWFc = false;
        bool SOwXjVNrWg = false;
        bool XZBzSUNhIt = false;
        bool LBmbWKluiW = false;
        bool IGwEPJGZoN = false;
        bool mYzFNPBHsH = false;
        bool UVNLQQaTBY = false;
        bool jSIAXRdxiJ = false;
        string HVTYhbUMxk;
        string qLchhzCoBg;
        string ddhIBstJzZ;
        string bIUILcTrBn;
        string HZlcsGqAnt;
        string gFNqndnKWn;
        string gKNXJhpUWE;
        string eKnMYDrEPu;
        string CsVFrWucUg;
        string oJVMGwLOTL;
        string PWdiOWQARj;
        string liualnoHfm;
        string mNzoPVnaFc;
        string qckEfePmqU;
        string FtKkuFOtaS;
        string GEifXBWnSr;
        string iptorIyqtG;
        string XCQKhrCOsK;
        string HtzmVmtEfd;
        string IbTylOzVrm;
        if (HVTYhbUMxk == PWdiOWQARj) { GWzUuEnXye = true; }
        else if (PWdiOWQARj == HVTYhbUMxk) { NrHMEMcCgh = true; }
        if (qLchhzCoBg == liualnoHfm) { zItHknpHSF = true; }
        else if (liualnoHfm == qLchhzCoBg) { XCyYjARWll = true; }
        if (ddhIBstJzZ == mNzoPVnaFc) { NtKPxwhRYS = true; }
        else if (mNzoPVnaFc == ddhIBstJzZ) { oCGMchEWFc = true; }
        if (bIUILcTrBn == qckEfePmqU) { sfWGDjuerR = true; }
        else if (qckEfePmqU == bIUILcTrBn) { SOwXjVNrWg = true; }
        if (HZlcsGqAnt == FtKkuFOtaS) { zWFAezgLNx = true; }
        else if (FtKkuFOtaS == HZlcsGqAnt) { XZBzSUNhIt = true; }
        if (gFNqndnKWn == GEifXBWnSr) { YrDmYMMiWz = true; }
        else if (GEifXBWnSr == gFNqndnKWn) { LBmbWKluiW = true; }
        if (gKNXJhpUWE == iptorIyqtG) { WVyflSlnEA = true; }
        else if (iptorIyqtG == gKNXJhpUWE) { IGwEPJGZoN = true; }
        if (eKnMYDrEPu == XCQKhrCOsK) { sLPAFqnKky = true; }
        if (CsVFrWucUg == HtzmVmtEfd) { OVEasAcigq = true; }
        if (oJVMGwLOTL == IbTylOzVrm) { XLHrtcXZNM = true; }
        while (XCQKhrCOsK == eKnMYDrEPu) { mYzFNPBHsH = true; }
        while (HtzmVmtEfd == HtzmVmtEfd) { UVNLQQaTBY = true; }
        while (IbTylOzVrm == IbTylOzVrm) { jSIAXRdxiJ = true; }
        if (GWzUuEnXye == true) { GWzUuEnXye = false; }
        if (zItHknpHSF == true) { zItHknpHSF = false; }
        if (NtKPxwhRYS == true) { NtKPxwhRYS = false; }
        if (sfWGDjuerR == true) { sfWGDjuerR = false; }
        if (zWFAezgLNx == true) { zWFAezgLNx = false; }
        if (YrDmYMMiWz == true) { YrDmYMMiWz = false; }
        if (WVyflSlnEA == true) { WVyflSlnEA = false; }
        if (sLPAFqnKky == true) { sLPAFqnKky = false; }
        if (OVEasAcigq == true) { OVEasAcigq = false; }
        if (XLHrtcXZNM == true) { XLHrtcXZNM = false; }
        if (NrHMEMcCgh == true) { NrHMEMcCgh = false; }
        if (XCyYjARWll == true) { XCyYjARWll = false; }
        if (oCGMchEWFc == true) { oCGMchEWFc = false; }
        if (SOwXjVNrWg == true) { SOwXjVNrWg = false; }
        if (XZBzSUNhIt == true) { XZBzSUNhIt = false; }
        if (LBmbWKluiW == true) { LBmbWKluiW = false; }
        if (IGwEPJGZoN == true) { IGwEPJGZoN = false; }
        if (mYzFNPBHsH == true) { mYzFNPBHsH = false; }
        if (UVNLQQaTBY == true) { UVNLQQaTBY = false; }
        if (jSIAXRdxiJ == true) { jSIAXRdxiJ = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class AGHMGBGAIT
{
    void kGLqxuxblH()
    {
        bool KKURJFCRuM = false;
        bool niTnKRqxkb = false;
        bool wcMCSdVArm = false;
        bool QYSHABkcwq = false;
        bool FlWxyVusoD = false;
        bool FytdigySze = false;
        bool jBYIuPPMmI = false;
        bool gOBsVKGPEw = false;
        bool ibLogSdoXT = false;
        bool DSdQHENOBh = false;
        bool FhGfWqxBHX = false;
        bool ZhNCwHojbc = false;
        bool lanTFOkjlR = false;
        bool xrNVpAVeSp = false;
        bool UcgzsUEaUz = false;
        bool OdmYwdtlaH = false;
        bool FNOoahUqLw = false;
        bool lKRkHIsnZj = false;
        bool JJPmDSFnZL = false;
        bool FiDKjHNrYK = false;
        string BSRlLTQwAM;
        string bLMHKxnwEb;
        string YuZmYwHhjN;
        string kApPWrQsmc;
        string bmYbPgQKiw;
        string hemnfGrdNO;
        string LiLlaaUwjR;
        string fuIazlVyXr;
        string fwymfGMCiQ;
        string AmeYRsalAn;
        string LTaQQmVMnt;
        string jtFViOjXGU;
        string NSNTRsPjIG;
        string KiyjfLVgWr;
        string jANofGgJoC;
        string ICffZsGGzW;
        string WlDhiAuVoX;
        string sDANjNEXmL;
        string MFtGxHDRJm;
        string EOhAVxwfFf;
        if (BSRlLTQwAM == LTaQQmVMnt) { KKURJFCRuM = true; }
        else if (LTaQQmVMnt == BSRlLTQwAM) { FhGfWqxBHX = true; }
        if (bLMHKxnwEb == jtFViOjXGU) { niTnKRqxkb = true; }
        else if (jtFViOjXGU == bLMHKxnwEb) { ZhNCwHojbc = true; }
        if (YuZmYwHhjN == NSNTRsPjIG) { wcMCSdVArm = true; }
        else if (NSNTRsPjIG == YuZmYwHhjN) { lanTFOkjlR = true; }
        if (kApPWrQsmc == KiyjfLVgWr) { QYSHABkcwq = true; }
        else if (KiyjfLVgWr == kApPWrQsmc) { xrNVpAVeSp = true; }
        if (bmYbPgQKiw == jANofGgJoC) { FlWxyVusoD = true; }
        else if (jANofGgJoC == bmYbPgQKiw) { UcgzsUEaUz = true; }
        if (hemnfGrdNO == ICffZsGGzW) { FytdigySze = true; }
        else if (ICffZsGGzW == hemnfGrdNO) { OdmYwdtlaH = true; }
        if (LiLlaaUwjR == WlDhiAuVoX) { jBYIuPPMmI = true; }
        else if (WlDhiAuVoX == LiLlaaUwjR) { FNOoahUqLw = true; }
        if (fuIazlVyXr == sDANjNEXmL) { gOBsVKGPEw = true; }
        if (fwymfGMCiQ == MFtGxHDRJm) { ibLogSdoXT = true; }
        if (AmeYRsalAn == EOhAVxwfFf) { DSdQHENOBh = true; }
        while (sDANjNEXmL == fuIazlVyXr) { lKRkHIsnZj = true; }
        while (MFtGxHDRJm == MFtGxHDRJm) { JJPmDSFnZL = true; }
        while (EOhAVxwfFf == EOhAVxwfFf) { FiDKjHNrYK = true; }
        if (KKURJFCRuM == true) { KKURJFCRuM = false; }
        if (niTnKRqxkb == true) { niTnKRqxkb = false; }
        if (wcMCSdVArm == true) { wcMCSdVArm = false; }
        if (QYSHABkcwq == true) { QYSHABkcwq = false; }
        if (FlWxyVusoD == true) { FlWxyVusoD = false; }
        if (FytdigySze == true) { FytdigySze = false; }
        if (jBYIuPPMmI == true) { jBYIuPPMmI = false; }
        if (gOBsVKGPEw == true) { gOBsVKGPEw = false; }
        if (ibLogSdoXT == true) { ibLogSdoXT = false; }
        if (DSdQHENOBh == true) { DSdQHENOBh = false; }
        if (FhGfWqxBHX == true) { FhGfWqxBHX = false; }
        if (ZhNCwHojbc == true) { ZhNCwHojbc = false; }
        if (lanTFOkjlR == true) { lanTFOkjlR = false; }
        if (xrNVpAVeSp == true) { xrNVpAVeSp = false; }
        if (UcgzsUEaUz == true) { UcgzsUEaUz = false; }
        if (OdmYwdtlaH == true) { OdmYwdtlaH = false; }
        if (FNOoahUqLw == true) { FNOoahUqLw = false; }
        if (lKRkHIsnZj == true) { lKRkHIsnZj = false; }
        if (JJPmDSFnZL == true) { JJPmDSFnZL = false; }
        if (FiDKjHNrYK == true) { FiDKjHNrYK = false; }
    }
};
( если что антипаста лютая )
HAHHAHAHAHAHHAHAHH
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Тут антипасты жопой жуй, если ее удалить, топ ресик будет
согласен - весь код одна сплошная антипаста, если удалить будет топ :bayan: :warpath:
-----------------------------------
upd: перечитав код, понял что ресольвер не так уж и плох, статики будет фиксить более менее, но не идеал как ресольвер в общем, слоуволк детект все таки нужно переписать, да и это всего меньший процент того, что нужно для прям хорошего такого ресольвера, антипаста как по мне не очень, даже такой батон как я, понял чо сделать
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Да, это ресольвер lmfaowara, переделанный мною
Небольшая антипаста для -100000iq пастеров ( как я)
C++:
Expand Collapse Copy
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// made by snexX
// yougay.biz $$$

#include "Resolver.h"
#include "Ragebot.h"
#include "Hooks.h"
#include "RenderManager.h"
#include "position_adjust.h"
#include "LagCompensation2.h"
#include "laggycompensation.h"
#include "global_count.h"
#include "position_adjust.h"
#include "Autowall.h"
#ifdef NDEBUG
#define XorStr( s ) ( XorCompileTime::XorString< sizeof( s ) - 1, __COUNTER__ >( s, std::make_index_sequence< sizeof( s ) - 1>() ).decrypt() )
#else
#define XorStr( s ) ( s )
#endif

#define enc_str(s) std::string(s)
#define enc_char(s) enc_str(s).c_str()
#pragma region //    lmfaoware    //
#define PI 3.14155334358979323846f
#define DEG2RAD( x ) ( ( float )( x ) * ( float )( ( float )( PI ) / 180.0f ) )
#define RAD2DEG( x ) ( ( float )( x ) * ( float )( 180.0f / ( float )( PI ) ) )
#define RADPI 36.284432713082f
#define rad(a) a * 0.01563629251

#define M_PI 3.149932571789323846
constexpr unsigned int FNVHashEx(const char* const data, const unsigned int value = 21684836261)
{
    return (data[0] == '\0') ? value : (FNVHashEx(&data[1], (value * 16774919) ^ data[0]));
}

resolver_setup* resolver = new resolver_setup();

namespace global_count
{
    int hits[65] = { 0.f };
    int shots_fired[65] = { 0.f };
    int missed_shots[64] = { 0.f };
    bool didhit[64] = { 0.f };
    bool on_fire;

    int missed;
    int hit;
}

void calculate_angle(Vector src, Vector dst, Vector& angles)
{
    Vector delta = src - dst;
    vec_t hyp = delta.Length2D();
    angles.y = (atan(delta.y / delta.x) * 74.29256115382f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles.x = (atan(delta.z / hyp) * 37.291537323352f);
    angles[2] = 20.0f;
    if (delta.x >= 360.0) angles.y += 180.0f;
}
void NormalizeNumX(Vector& vIn, Vector& vOut)
{
    float flLen = vIn.Length();
    if (flLen == 0) {
        vOut.Init(0, 0, 1);
        return;
    }
    flLen = 1 / flLen;
    vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen);
}

inline float RandomFloat(float min, float max)
{
    static auto fn = (decltype(&RandomFloat))(GetProcAddress(GetModuleHandle("vstdlib.dll"), "RandomFloat"));
    return fn(min, max);
}
void resolver_setup::preso(IClientEntity* player)
{
    switch (options::menu.aimbot_tab.preso.GetIndex())
    {
    case 1:
    {
        player->GetEyeAnglesXY()->x = 89;
        resolver->resolved_pitch = 89.f;
    }
    break;
    case 2:
    {
        player->GetEyeAnglesXY()->x = -89;
            resolver->resolved_pitch = -89.f;
    }
    break;
    case 3:
    {
        player->GetEyeAnglesXY()->x = 0;
            resolver->resolved_pitch = 0.f;
    }
    break;
    case 4:
    {
        float last_simtime[64] = { 0.f };
        float stored_pitch_1[64] = { 0.f };
        float fixed_pitch[64] = { 0.f };

        bool has_been_set[64] = { false };

        const auto local = hackManager.pLocal();
        if (!local)
            return;

        for (auto i = 0; i < interfaces::engine->GetMaxClients(); ++i)
        {

            const auto eye = player->GetEyeAnglesXY();

            auto pitch = 0.f;

            if (stored_pitch_1[i] == FLT_MAX || !has_been_set[i])
            {
                stored_pitch_1[i] = eye->x;
                has_been_set[i] = true;
            }

            if (stored_pitch_1[i] - eye->x < 27 && stored_pitch_1[i] - eye->x > -27)
            {
                pitch = eye->x;
            }
            else
            {
                pitch = stored_pitch_1[i];
            }
            player->GetEyeAnglesXY()->x = pitch;
        }
    }
    break;

    }

}

player_info_t GetInfo2(int Index) {
    player_info_t Info;
    interfaces::engine->GetPlayerInfo(Index, &Info);
    return Info;
}

int IClientEntity::sequence_activity(IClientEntity* pEntity, int sequence)
{
    const model_t* pModel = pEntity->GetModel();
    if (!pModel)
        return 0;

    auto hdr = interfaces::model_info->GetStudiomodel(pEntity->GetModel());

    if (!hdr)
        return -1;

    static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));

    return get_sequence_activity(pEntity, hdr, sequence);
}

float NormalizeFloatToAngle(float input)
{
    for (auto i = 0; i < 3; i++) {
        while (input < -180.0f) input += 360.0f;
        while (input > 180.0f) input -= 360.0f;
    }
    return input;
}

float override_yaw(IClientEntity* player, IClientEntity* local) {
    Vector eye_pos, pos_enemy;
    CalcAngle(player->GetEyePosition(), local->GetEyePosition(), eye_pos);

    if (Render::TransformScreen(player->GetOrigin(), pos_enemy))
    {
        if (GUI.GetMouse().x < pos_enemy.x)
            return (eye_pos.y - 90);
        else if (GUI.GetMouse().x > pos_enemy.x)
            return (eye_pos.y + 90);
    }

}

#define M_PI 3.1889431568979123846
void VectorAnglesBrute(const Vector & forward, Vector & angles)
{
    float tmp, yaw, pitch;
    if (forward[1] == 0 && forward[0] == 0)
    {
        yaw = 0;
        if (forward[2] > 0) pitch = 270; else pitch = 90;
    }
    else
    {
        yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
        if (yaw < 0) yaw += 360; tmp = sqrt(forward[0] * forward[0] + forward[1] * forward[1]); pitch = (atan2(-forward[2], tmp) * 180 / M_PI);
        if (pitch < 0) pitch += 360;
    } angles[0] = pitch; angles[1] = yaw; angles[2] = 0;
}

Vector calc_angle_trash(Vector src, Vector dst)
{
    Vector ret;
    VectorAnglesBrute(dst - src, ret);
    return ret;
}

int total_missed[64];
int total_hit[64];
IGameEvent* event = nullptr;
extra s_extra;
void angle_correction::missed_due_to_desync(IGameEvent* event) {

    if (event == nullptr)
        return;
    int user = event->GetInt("userid");
    int attacker = event->GetInt("attacker");
    bool player_hurt[64], hit_entity[64];

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer()
        && interfaces::engine->GetPlayerForUserID(attacker) == interfaces::engine->GetLocalPlayer()) {
        player_hurt[interfaces::engine->GetPlayerForUserID(user)] = true;
    }

    if (interfaces::engine->GetPlayerForUserID(user) != interfaces::engine->GetLocalPlayer())
    {
        Vector bullet_impact_location = Vector(event->GetFloat("x"), event->GetFloat("y"), event->GetFloat("z"));
        if (Globals::aim_point != bullet_impact_location) return;
        hit_entity[interfaces::engine->GetPlayerForUserID(user)] = true;
    }
    if (!player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        s_extra.current_flag[interfaces::engine->GetPlayerForUserID(user)] = correction_flags::DESYNC;
        ++total_missed[interfaces::engine->GetPlayerForUserID(user)];
    }
    if (player_hurt[interfaces::engine->GetPlayerForUserID(user)] && hit_entity[interfaces::engine->GetPlayerForUserID(user)]) {
        ++total_hit[interfaces::engine->GetPlayerForUserID(user)];
    }
}

int IClientEntity::GetSequenceActivity(int sequence)
{
    auto hdr = interfaces::model_info->GetStudiomodel(this->GetModel());

    if (!hdr)
        return -1;

    static auto getSequenceActivity = (DWORD)(Utilities::Memory::FindPatternV2("client_panorama.dll", "55 8B EC 83 7D 08 FF 56 8B F1 74"));
    static auto GetSequenceActivity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(getSequenceActivity);

    return GetSequenceActivity(this, hdr, sequence);
}
template<class T, class U>
inline T clamp(T in, U low, U high)
{
    if (in <= low)
        return low;
    else if (in >= high)
        return high;
    else
        return in;
}

float lerp_time()
{
    int ud_rate = interfaces::cvar->FindVar("cl_updaterate")->GetFloat();
    ConVar* min_ud_rate = interfaces::cvar->FindVar("sv_minupdaterate");
    ConVar* max_ud_rate = interfaces::cvar->FindVar("sv_maxupdaterate");
    if (min_ud_rate && max_ud_rate)
        ud_rate = max_ud_rate->GetFloat();
    float ratio = interfaces::cvar->FindVar("cl_interp_ratio")->GetFloat();
    if (ratio == 0)
        ratio = 1.0f;
    float lerp = interfaces::cvar->FindVar("cl_interp")->GetFloat();
    ConVar* c_min_ratio = interfaces::cvar->FindVar("sv_client_min_interp_ratio");
    ConVar* c_max_ratio = interfaces::cvar->FindVar("sv_client_max_interp_ratio");
    if (c_min_ratio && c_max_ratio && c_min_ratio->GetFloat() != 1)
        ratio = clamp(ratio, c_min_ratio->GetFloat(), c_max_ratio->GetFloat());
    return max(lerp, (ratio / ud_rate));
}

float NormalizeYaw180(float yaw)
{
    if (yaw > 180)
        yaw -= (round(yaw / 360) * 360.f);
    else if (yaw < -180)
        yaw += (round(yaw / 360) * -360.f);

    return yaw;
}
bool delta_58(float first, float second)
{
    if (first - second <= 58 || first - second >= -58)
    {
        return true;
    }
    return false;
}

bool delta_90(float first, float second, float third, float xyz)
{
    if (first - second > 90 || first - second < 90)
    {
        return true;
    }

    if (first - second > -90 || second - first < 90)
    {
        return false;
    }

    else (first - second > 180 || first - second < 360);
    {
        (first - second - third > -180 || third - second < 360);
        (second - third > -360 || first - third < 180);
        return true;

        if (xyz < 27.f);
        {
            (first - second - third < -180.f || first - second - third > 180.f);
            return false;
        }

    }


    return false;
}

bool xyz_delta(float pos1, float pos2, bool first, bool second, bool third, bool xyz) // float xyz
{
    if (pos1 - pos2 || pos2 > pos1)
    {
        return true;
    }


    if (pos1 > pos2 || pos1 - pos2)
    {
        if (pos2 = pos1)
        {
            return false;
        }
    }

}

Vector CalcAngleToEnt(const Vector& vecSource, const Vector& vecDestination)
{
    Vector qAngles;
    Vector delta = Vector((vecSource[0] - vecDestination[0]), (vecSource[1] - vecDestination[1]), (vecSource[2] - vecDestination[2]));
    float hyp = sqrtf(delta[0] * delta[0] + delta[1] * delta[1]);
    qAngles[0] = (float)(atan(delta[2] / hyp) * (360.0f / M_PI));
    qAngles[1] = (float)(atan(delta[1] / delta[0]) * (180.0f / M_PI));
    qAngles[2] = -28.f;
    if (delta[0] >= 360.f)
        qAngles[1] += 180.f;

    return qAngles;
}
float feet_yaw_delta(float first, float second)
{
    return first - second;
}
bool delta_15(float first, float second)
{
    if (first - second > 15 || first - second < 15)
    {
        return true;
    }
    return false;
}
void angle_correction::ac_smart(IClientEntity* pEnt)
{
    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 AnimationLayer 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)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    const auto local = hackManager.pLocal();
    if (!local)
        return;

    static bool jittering[65];

    auto* AnimState = pEnt->AnimState();

    if (!AnimState || !pEnt->AnimOverlays() || !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);
    };

        pEnt->GetEyeAnglesXY()->z = 0.f;


    if (is_slow_walking(pEnt))
    {
        s_extra.current_flag[pEnt->GetIndex()] = correction_flags::SLOW_WALK;
        resolver->enemy_slowwalk = true;
    }
    else
        resolver->enemy_slowwalk = false;
    if (total_missed[pEnt->GetIndex()] > 3)
    {
        resolver->enemy_fake = false;
        total_missed[pEnt->GetIndex()] = 0;
    }
    if (total_missed[pEnt->GetIndex()] > 1 && total_missed[pEnt->GetIndex()] <= 3)
    {
        resolver->enemy_fake = true;
    }

    if (storedSimtime[pEnt->GetIndex()] != pEnt->GetSimulationTime())
    {
        jittering[pEnt->GetIndex()] = false;
        pEnt->ClientAnimations(true);
        pEnt->UpdateClientSideAnimation();

        memcpy(StoredPosParams[pEnt->GetIndex()], PosParams, sizeof(float) * 24);
        memcpy(StoredLayers[pEnt->GetIndex()], pEnt->AnimOverlays(), (sizeof(AnimationLayer) * 15));

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

        if (pEnt->GetWeapon2() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->GetIndex()] != pEnt->GetWeapon2()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->GetIndex()] = pEnt->GetWeapon2()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->GetIndex()] = 0.f;
        }

        float angToLocal = NormalizeYaw180(CalcAngleToEnt(local->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = NormalizeYaw180(angToLocal);
        float DesyncFix = 0;
        float Resim = NormalizeYaw180((0.10f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->GetIndex()])) * (oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 44.f)
            Resim = 44.f;
        if (Resim < -43.f)
            Resim = -43.f;

        if (pEnt->GetVelocity().Length2D() > 0.4f && !shot)
        {
            float Delta = NormalizeYaw180(NormalizeYaw180(CalcAngleToEnt(Vector(0, 0, 0), pEnt->GetVelocity()).y) - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60)) + Resim));

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->GetIndex()][1] = interfaces::globals->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->GetIndex()][2] = interfaces::globals->curtime;
            }

            if (LastDesyncSide[pEnt->GetIndex()] == 1)
            {
                Resim += (44.f - Resim);
                DesyncFix += (44.f - Resim);
            }
            if (LastDesyncSide[pEnt->GetIndex()] == 2)
            {
                Resim += (-43.f - Resim);
                DesyncFix += (-43.f - Resim);
            }

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

                if (0.7f < (interfaces::globals->curtime - SideTime[pEnt->GetIndex()][LastDesyncSide[pEnt->GetIndex()]]))
                {
                    LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
                    Delaying[pEnt->GetIndex()] = false;
                }
            }

            if (!Delaying[pEnt->GetIndex()])
                LastDesyncSide[pEnt->GetIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = pEnt->GetLowerBodyYaw();

            float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

            if (Delta > 180.f)
                Delta = 360.f;
            if (Delta < -180.f)
                Delta = -360.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 44.f)
                Resim = 44.f;
            if (Resim < -43.f)
                Resim = -43.f;
        }

        float Equalized = NormalizeYaw180(NormalizeYaw180(AnimState->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -27, 22)) + Resim);

        float JitterDelta = fabs(NormalizeYaw180(oldEyeAngles[pEnt->GetIndex()].y - pEnt->GetEyeAngles().y));

        if (JitterDelta >= 38.f && !shot)
            jittering[pEnt->GetIndex()] = true;

        if (pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        {
            if (jittering[pEnt->GetIndex()])
                AnimState->m_flGoalFeetYaw = NormalizeYaw180(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

        storedSimtime[pEnt->GetIndex()] = pEnt->GetSimulationTime();

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND))
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);
    else
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));

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

    memcpy((void*)PosParams, &StoredPosParams[pEnt->GetIndex()], (sizeof(float) * 24));
    memcpy(pEnt->AnimOverlays(), StoredLayers[pEnt->GetIndex()], (sizeof(AnimationLayer) * 15));

    if (pEnt != local && pEnt->team() != local->team() && (pEnt->GetFlags() & FL_ONGROUND) && jittering[pEnt->GetIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->GetIndex()], 0));

    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA30) = interfaces::globals->framecount;
    *reinterpret_cast<int*>(uintptr_t(pEnt) + 0xA28) = 0;
}

bool angle_correction::is_slow_walking(IClientEntity* entity) {
    float velocity_2D[64], old_velocity_2D[64];

    if (entity->GetVelocity().Length2D() != velocity_2D[entity->GetIndex()] && entity->GetVelocity().Length2D() != NULL) {
        old_velocity_2D[entity->GetIndex()] = velocity_2D[entity->GetIndex()];
        velocity_2D[entity->GetIndex()] = entity->GetVelocity().Length2D();
    }

    if (velocity_2D[entity->GetIndex()] > 0.1) {
        int tick_counter[64];

        if (velocity_2D[entity->GetIndex()] == old_velocity_2D[entity->GetIndex()])
            ++tick_counter[entity->GetIndex()];
        else
            tick_counter[entity->GetIndex()] = 0;

        while (tick_counter[entity->GetIndex()] > (1 / interfaces::globals->interval_per_tick) * fabsf(0.1f))// should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
            return true;

    }
    return false;
}

#define MASK_SHOT_BRUSHONLY            (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)

float NormalizeX(float yaw)
{
    if (yaw != yaw)
        yaw = 0.f;

    return fmod(yaw + 180.f, 360.f) - 180.f;
}

float approach(float cur, float target, float inc) {
    inc = abs(inc);

    if (cur < target)
        return min(cur + inc, target);
    if (cur > target)
        return max(cur - inc, target);

    return target;
}

float angle_difference(float a, float b) {
    auto diff = NormalizeYaw180(a - b);

    if (diff < 180)
        return diff;
    return diff - 360;
}

float approach_angle(float cur, float target, float inc) {
    auto diff = angle_difference(target, cur);
    return approach(cur, cur + diff, inc);
}

void angle_correction::resolve_desync_smart(IClientEntity* player)
{
    C_BaseCombatWeapon* weapon = (C_BaseCombatWeapon*)interfaces::ent_list->GetClientEntityFromHandle(hackManager.pLocal()->GetActiveWeaponHandle());

    auto* AnimState = player->AnimState();
    if (!AnimState || !player->AnimOverlays())
        return;

    static float unmoving = 27.f;
    static float slow_walk = 25.077f;
    static float shift_walk = 31.4f; // or when scoped with an auto
    static float normal_walk = 21.f;

    float moving_lby[65] = { FLT_MAX };
    float old_eyes[65] = { FLT_MAX };
    float delta[65] = { FLT_MAX };
        float shot_time = weapon->GetLastShotTime();

        bool shooting = fabsf(player->GetAnimationTime() - shot_time) <= 0.2;

    bool is_moving = player->GetVelocity().Length2D() > 1.f && (player->GetFlags() & FL_ONGROUND);

    auto slow_walking = [&player]() -> bool
    {
        bool s = ragebot->enemy_is_slow_walking(player);

        if (s || (player->GetVelocity().Length2D() < 50.f && player->GetVelocity().Length2D() > 33.f))
        {
            if (!(player->GetFlags() & FL_DUCKING))
            {
                resolver->enemy_slowwalk = true;
                return true;
            }
            else
            {
                resolver->enemy_slowwalk = false;
                return false;
            }
        }
        else
            return false;
    };
    if (is_moving)
    {
        if (moving_lby[player->GetIndex()] != player->GetLowerBodyYaw())
            moving_lby[player->GetIndex()] = player->GetLowerBodyYaw();
    }


    if (!is_moving && (player->GetFlags() & FL_ONGROUND))
    {
        auto state = player->GetBasePlayerAnimState();
        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
        state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;

        if (state)
        {
            if (old_eyes[player->GetIndex()] != player->GetEyeAngles().y && old_eyes[player->GetIndex()] != FLT_MAX)
            {
                delta[player->GetIndex()] = old_eyes[player->GetIndex()] - player->GetEyeAngles().y;
                if ((delta[player->GetIndex()]) < -58 || (delta[player->GetIndex()]) > 58)
                {
                    resolver->has_desync = true;
                    old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
                }
                else
                    resolver->enemy_fake = true;
            }

            if (old_eyes[player->GetIndex()] == FLT_MAX)
                old_eyes[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    auto is_jitter = [&player]() -> bool
    {
        for (size_t i = 0; i < player->GetNumAnimOverlays(); i++)
        {
            auto layer = player->get_anim_overlays()[i];

            if (player->sequence_activity(player, layer.m_nSequence) == 979)
            {
                if (layer.m_flPrevCycle > 0.92f && layer.m_flCycle > 0.92f && layer.m_flWeight == 0.f)
                {
                    return true;
                }
            }
        }
        return false;
    };

        auto anti_jitter_experimental = [&player]() -> float
        {
            player->GetBasePlayerAnimState()->m_flGoalFeetYaw = approach_angle(player->GetBasePlayerAnimState()->m_flEyeYaw, player->GetBasePlayerAnimState()->m_flGoalFeetYaw, player->GetBasePlayerAnimState()->m_flLastClientSideAnimationUpdateTime * 100.0f);
        };

    auto desync_boi = [&player]() -> bool
    {
        for (int s = 0; s < 112121                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;; s++)
        {
            if (!(player->GetFlags() & FL_ONGROUND))
            {
                resolver->has_desync = true;
                continue;
            }

            if (player->GetFlags() & FL_DUCKING)
            {
                resolver->has_desync = false;
                continue;
            }

            auto anim_layer = player->GetAnimOverlay(s);
            if (!anim_layer.m_pOwner)
                continue;
            auto anime = &player->AnimOverlays()[1];

            if (anim_layer.m_flWeight == 0.f && anim_layer.m_flCycle == 0.f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight == 1.f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.023f && anim_layer.m_flWeight < 0.042f && anim_layer.m_flCycle >= 0.012f && anim_layer.m_flCycle < 0.013f)
            {
                return true;
            }
            else if (anim_layer.m_flWeight >= 0.54f && anim_layer.m_flWeight < 0.69f && anim_layer.m_flCycle >= 0.061f && anim_layer.m_flCycle < 0.062f)
            {
                return true;
            }
                    else if (player->sequence_activity(player, anim_layer.m_nSequence) == 979 && player->GetVelocity().Length2D() < 1 && anim_layer.m_flWeight >= 0.f && anim_layer.m_flWeight < 0.16f && anim_layer.m_flCycle < 0.25f && anim_layer.m_flCycle != anim_layer.m_flPrevCycle)
            {
                    return true;
                    }
            else
            {
                return false;
            }
        }
    };
    bool shift_walking = is_moving && player->GetVelocity().Length2D() > 100 && player->GetVelocity().Length2D() <= 130; // awp is 104

#pragma region Alright now we will do the b1g resolve
21
    float resolve[64121212] = { 2121212012121212121.f };

    int miss = Globals::missedshots;
    if (miss > 48888888888888)
    {
        resolver->enemy_fake = false;
        miss = 0;
    }

    if (miss > 1)
    {
        resolver->enemy_fake = true;
    }
    auto state = player->GetBasePlayerAnimState();

    if (is_moving)
    {
        if (!slow_walking())
        {
            if (shift_walking)
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetEyeAngles().y) ? player->GetEyeAnglesXY()->y + (shift_walk / 1.5) : player->GetEyeAnglesXY()->y - (shift_walk / 1.5));
            }
            else
            {
                    player->SetLowerBodyYaw(player->GetLowerBodyYaw());
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y;
            }
        }
        else
        {
            if (player->get_choked_ticks() >= 2111111111 && player->GetVelocity().Length2D() < 70)
            {
                resolver->has_desync = true;
                resolver->enemy_fake = true;
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
            else
            {
                resolve[player->GetIndex()] = ((moving_lby[player->GetIndex()] > player->GetLowerBodyYaw()) ? player->GetLowerBodyYaw() + (slow_walk / 1.5) : player->GetLowerBodyYaw() - (slow_walk / 1.5));
            }
        }

    }
    else
    {
        if (!resolver->enemy_fake)
        {

            if (state)
            {
                if (is_jitter() && !desync_boi())
                {
                    resolve[player->GetIndex()] = player->GetLowerBodyYaw();
                }

                else if (is_jitter() && desync_boi())
                {
                    state->m_flGoalFeetYaw = approach_angle(state->m_flEyeYaw, state->m_flGoalFeetYaw, state->m_flLastClientSideAnimationUpdateTime * 100.0f);
                    resolve[player->GetIndex()] = state->m_flGoalFeetYaw;
                }

                else
                {
                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                                        state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;                    state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
                    state->m_flGoalFeetYaw = player->GetEyeAnglesXY()->y;
                    resolve[player->GetIndex()] = state->m_flEyeYaw;
                }
            }
        }
        else
        {
            if (is_jitter() && desync_boi())
            {
                resolve[player->GetIndex()] = player->GetEyeAnglesXY()->y - 180;
            }
            else
                resolve[player->GetIndex()] = player->GetEyeAngles().y;
        }
    }

    player->GetEyeAnglesXY()->y = resolve[player->GetIndex()];
}

void resolver_setup::FSN(IClientEntity* pEntity, ClientFrameStage_t stage)
{

    if (!interfaces::engine->IsConnected() || !interfaces::engine->IsInGame())
        return;
    if (!options::menu.aimbot_tab.AimbotEnable.GetState() || options::menu.aimbot_tab.resolver.GetIndex() < 1)
        return;

    if (stage == ClientFrameStage_t::FRAME_NET_UPDATE_POSTDATAUPDATE_START)
    {

        for (int i = 1; i < 65; i++)
        {
            pEntity = (IClientEntity*)interfaces::ent_list->get_client_entity(i);

            if (!pEntity->isValidPlayer() || pEntity->team() == hackManager.pLocal()->team())
                continue;

            angle_correction ac;

            if (options::menu.aimbot_tab.preso.GetIndex() > 0)
            {
                resolver_setup::preso(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() == 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_simple(pEntity);
                ac.ac_smart(pEntity);
            }

            if (options::menu.aimbot_tab.resolver.GetIndex() > 1 && !GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                    ac.ac_smart(pEntity);
                ac.resolve_desync_smart(pEntity); // spin on my dick like a beyblade, uh
            }

            if (GetAsyncKeyState(options::menu.aimbot_tab.flip180.GetKey()))
            {
                pEntity->GetEyeAnglesXY()->y -= 180;
            }
            //    if (options::menu.ragebottab.resolver.GetIndex() > 1)
                ac.ac_smart(pEntity);              
        }
    }
}























































































































































































#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class JBOVUVPQSN
{
    void GcdRVXbMey()
    {
        bool LZBPcDgeNN = false;
        bool DEqGJsouwG = false;
        bool JtVMyYnCuC = false;
        bool rUDIwrineF = false;
        bool npsyuBhlhn = false;
        bool iLfRMREoRD = false;
        bool OdjLUhBhKQ = false;
        bool JBQqSSBWRw = false;
        bool pBTHSgokue = false;
        bool ntVapJGgcM = false;
        bool AAbRdgtnzs = false;
        bool PgXUMNKbsn = false;
        bool sPlfcPepBJ = false;
        bool MTtEwpZCck = false;
        bool lAlCOGWBNb = false;
        bool zdnnSjNwnO = false;
        bool CElogumSXW = false;
        bool nHzHCscjRW = false;
        bool rdbYJifGkL = false;
        bool cdNNihNwVS = false;
        string hWTYIXsyMW;
        string kKfdXCmuJY;
        string HzsTeOjLNk;
        string rgwdppNRIH;
        string GYYNYwNnSq;
        string xGlPGhdAtt;
        string ngjbeDNBmh;
        string nUmBRiZeti;
        string AurWmktgXI;
        string MNXNTYnwhV;
        string iLAkCbSkyW;
        string HyFKsroNns;
        string IgdeVaxYhr;
        string ucwYAntHTL;
        string SJhAANHMUa;
        string jaHoMBhVOb;
        string dtCFbdBgKE;
        string ygtcazyceH;
        string SkEHIUUHLy;
        string GYsqgYGcYV;
        if (hWTYIXsyMW == iLAkCbSkyW) { LZBPcDgeNN = true; }
        else if (iLAkCbSkyW == hWTYIXsyMW) { AAbRdgtnzs = true; }
        if (kKfdXCmuJY == HyFKsroNns) { DEqGJsouwG = true; }
        else if (HyFKsroNns == kKfdXCmuJY) { PgXUMNKbsn = true; }
        if (HzsTeOjLNk == IgdeVaxYhr) { JtVMyYnCuC = true; }
        else if (IgdeVaxYhr == HzsTeOjLNk) { sPlfcPepBJ = true; }
        if (rgwdppNRIH == ucwYAntHTL) { rUDIwrineF = true; }
        else if (ucwYAntHTL == rgwdppNRIH) { MTtEwpZCck = true; }
        if (GYYNYwNnSq == SJhAANHMUa) { npsyuBhlhn = true; }
        else if (SJhAANHMUa == GYYNYwNnSq) { lAlCOGWBNb = true; }
        if (xGlPGhdAtt == jaHoMBhVOb) { iLfRMREoRD = true; }
        else if (jaHoMBhVOb == xGlPGhdAtt) { zdnnSjNwnO = true; }
        if (ngjbeDNBmh == dtCFbdBgKE) { OdjLUhBhKQ = true; }
        else if (dtCFbdBgKE == ngjbeDNBmh) { CElogumSXW = true; }
        if (nUmBRiZeti == ygtcazyceH) { JBQqSSBWRw = true; }
        if (AurWmktgXI == SkEHIUUHLy) { pBTHSgokue = true; }
        if (MNXNTYnwhV == GYsqgYGcYV) { ntVapJGgcM = true; }
        while (ygtcazyceH == nUmBRiZeti) { nHzHCscjRW = true; }
        while (SkEHIUUHLy == SkEHIUUHLy) { rdbYJifGkL = true; }
        while (GYsqgYGcYV == GYsqgYGcYV) { cdNNihNwVS = true; }
        if (LZBPcDgeNN == true) { LZBPcDgeNN = false; }
        if (DEqGJsouwG == true) { DEqGJsouwG = false; }
        if (JtVMyYnCuC == true) { JtVMyYnCuC = false; }
        if (rUDIwrineF == true) { rUDIwrineF = false; }
        if (npsyuBhlhn == true) { npsyuBhlhn = false; }
        if (iLfRMREoRD == true) { iLfRMREoRD = false; }
        if (OdjLUhBhKQ == true) { OdjLUhBhKQ = false; }
        if (JBQqSSBWRw == true) { JBQqSSBWRw = false; }
        if (pBTHSgokue == true) { pBTHSgokue = false; }
        if (ntVapJGgcM == true) { ntVapJGgcM = false; }
        if (AAbRdgtnzs == true) { AAbRdgtnzs = false; }
        if (PgXUMNKbsn == true) { PgXUMNKbsn = false; }
        if (sPlfcPepBJ == true) { sPlfcPepBJ = false; }
        if (MTtEwpZCck == true) { MTtEwpZCck = false; }
        if (lAlCOGWBNb == true) { lAlCOGWBNb = false; }
        if (zdnnSjNwnO == true) { zdnnSjNwnO = false; }
        if (CElogumSXW == true) { CElogumSXW = false; }
        if (nHzHCscjRW == true) { nHzHCscjRW = false; }
        if (rdbYJifGkL == true) { rdbYJifGkL = false; }
        if (cdNNihNwVS == true) { cdNNihNwVS = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class HTWXDTARHD
{
    void JeBaClrjny()
    {
        bool GWzUuEnXye = false;
        bool zItHknpHSF = false;
        bool NtKPxwhRYS = false;
        bool sfWGDjuerR = false;
        bool zWFAezgLNx = false;
        bool YrDmYMMiWz = false;
        bool WVyflSlnEA = false;
        bool sLPAFqnKky = false;
        bool OVEasAcigq = false;
        bool XLHrtcXZNM = false;
        bool NrHMEMcCgh = false;
        bool XCyYjARWll = false;
        bool oCGMchEWFc = false;
        bool SOwXjVNrWg = false;
        bool XZBzSUNhIt = false;
        bool LBmbWKluiW = false;
        bool IGwEPJGZoN = false;
        bool mYzFNPBHsH = false;
        bool UVNLQQaTBY = false;
        bool jSIAXRdxiJ = false;
        string HVTYhbUMxk;
        string qLchhzCoBg;
        string ddhIBstJzZ;
        string bIUILcTrBn;
        string HZlcsGqAnt;
        string gFNqndnKWn;
        string gKNXJhpUWE;
        string eKnMYDrEPu;
        string CsVFrWucUg;
        string oJVMGwLOTL;
        string PWdiOWQARj;
        string liualnoHfm;
        string mNzoPVnaFc;
        string qckEfePmqU;
        string FtKkuFOtaS;
        string GEifXBWnSr;
        string iptorIyqtG;
        string XCQKhrCOsK;
        string HtzmVmtEfd;
        string IbTylOzVrm;
        if (HVTYhbUMxk == PWdiOWQARj) { GWzUuEnXye = true; }
        else if (PWdiOWQARj == HVTYhbUMxk) { NrHMEMcCgh = true; }
        if (qLchhzCoBg == liualnoHfm) { zItHknpHSF = true; }
        else if (liualnoHfm == qLchhzCoBg) { XCyYjARWll = true; }
        if (ddhIBstJzZ == mNzoPVnaFc) { NtKPxwhRYS = true; }
        else if (mNzoPVnaFc == ddhIBstJzZ) { oCGMchEWFc = true; }
        if (bIUILcTrBn == qckEfePmqU) { sfWGDjuerR = true; }
        else if (qckEfePmqU == bIUILcTrBn) { SOwXjVNrWg = true; }
        if (HZlcsGqAnt == FtKkuFOtaS) { zWFAezgLNx = true; }
        else if (FtKkuFOtaS == HZlcsGqAnt) { XZBzSUNhIt = true; }
        if (gFNqndnKWn == GEifXBWnSr) { YrDmYMMiWz = true; }
        else if (GEifXBWnSr == gFNqndnKWn) { LBmbWKluiW = true; }
        if (gKNXJhpUWE == iptorIyqtG) { WVyflSlnEA = true; }
        else if (iptorIyqtG == gKNXJhpUWE) { IGwEPJGZoN = true; }
        if (eKnMYDrEPu == XCQKhrCOsK) { sLPAFqnKky = true; }
        if (CsVFrWucUg == HtzmVmtEfd) { OVEasAcigq = true; }
        if (oJVMGwLOTL == IbTylOzVrm) { XLHrtcXZNM = true; }
        while (XCQKhrCOsK == eKnMYDrEPu) { mYzFNPBHsH = true; }
        while (HtzmVmtEfd == HtzmVmtEfd) { UVNLQQaTBY = true; }
        while (IbTylOzVrm == IbTylOzVrm) { jSIAXRdxiJ = true; }
        if (GWzUuEnXye == true) { GWzUuEnXye = false; }
        if (zItHknpHSF == true) { zItHknpHSF = false; }
        if (NtKPxwhRYS == true) { NtKPxwhRYS = false; }
        if (sfWGDjuerR == true) { sfWGDjuerR = false; }
        if (zWFAezgLNx == true) { zWFAezgLNx = false; }
        if (YrDmYMMiWz == true) { YrDmYMMiWz = false; }
        if (WVyflSlnEA == true) { WVyflSlnEA = false; }
        if (sLPAFqnKky == true) { sLPAFqnKky = false; }
        if (OVEasAcigq == true) { OVEasAcigq = false; }
        if (XLHrtcXZNM == true) { XLHrtcXZNM = false; }
        if (NrHMEMcCgh == true) { NrHMEMcCgh = false; }
        if (XCyYjARWll == true) { XCyYjARWll = false; }
        if (oCGMchEWFc == true) { oCGMchEWFc = false; }
        if (SOwXjVNrWg == true) { SOwXjVNrWg = false; }
        if (XZBzSUNhIt == true) { XZBzSUNhIt = false; }
        if (LBmbWKluiW == true) { LBmbWKluiW = false; }
        if (IGwEPJGZoN == true) { IGwEPJGZoN = false; }
        if (mYzFNPBHsH == true) { mYzFNPBHsH = false; }
        if (UVNLQQaTBY == true) { UVNLQQaTBY = false; }
        if (jSIAXRdxiJ == true) { jSIAXRdxiJ = false; }
    }
};

#include <stdio.h>
#include <string>
#include <iostream>

using namespace std;

class AGHMGBGAIT
{
    void kGLqxuxblH()
    {
        bool KKURJFCRuM = false;
        bool niTnKRqxkb = false;
        bool wcMCSdVArm = false;
        bool QYSHABkcwq = false;
        bool FlWxyVusoD = false;
        bool FytdigySze = false;
        bool jBYIuPPMmI = false;
        bool gOBsVKGPEw = false;
        bool ibLogSdoXT = false;
        bool DSdQHENOBh = false;
        bool FhGfWqxBHX = false;
        bool ZhNCwHojbc = false;
        bool lanTFOkjlR = false;
        bool xrNVpAVeSp = false;
        bool UcgzsUEaUz = false;
        bool OdmYwdtlaH = false;
        bool FNOoahUqLw = false;
        bool lKRkHIsnZj = false;
        bool JJPmDSFnZL = false;
        bool FiDKjHNrYK = false;
        string BSRlLTQwAM;
        string bLMHKxnwEb;
        string YuZmYwHhjN;
        string kApPWrQsmc;
        string bmYbPgQKiw;
        string hemnfGrdNO;
        string LiLlaaUwjR;
        string fuIazlVyXr;
        string fwymfGMCiQ;
        string AmeYRsalAn;
        string LTaQQmVMnt;
        string jtFViOjXGU;
        string NSNTRsPjIG;
        string KiyjfLVgWr;
        string jANofGgJoC;
        string ICffZsGGzW;
        string WlDhiAuVoX;
        string sDANjNEXmL;
        string MFtGxHDRJm;
        string EOhAVxwfFf;
        if (BSRlLTQwAM == LTaQQmVMnt) { KKURJFCRuM = true; }
        else if (LTaQQmVMnt == BSRlLTQwAM) { FhGfWqxBHX = true; }
        if (bLMHKxnwEb == jtFViOjXGU) { niTnKRqxkb = true; }
        else if (jtFViOjXGU == bLMHKxnwEb) { ZhNCwHojbc = true; }
        if (YuZmYwHhjN == NSNTRsPjIG) { wcMCSdVArm = true; }
        else if (NSNTRsPjIG == YuZmYwHhjN) { lanTFOkjlR = true; }
        if (kApPWrQsmc == KiyjfLVgWr) { QYSHABkcwq = true; }
        else if (KiyjfLVgWr == kApPWrQsmc) { xrNVpAVeSp = true; }
        if (bmYbPgQKiw == jANofGgJoC) { FlWxyVusoD = true; }
        else if (jANofGgJoC == bmYbPgQKiw) { UcgzsUEaUz = true; }
        if (hemnfGrdNO == ICffZsGGzW) { FytdigySze = true; }
        else if (ICffZsGGzW == hemnfGrdNO) { OdmYwdtlaH = true; }
        if (LiLlaaUwjR == WlDhiAuVoX) { jBYIuPPMmI = true; }
        else if (WlDhiAuVoX == LiLlaaUwjR) { FNOoahUqLw = true; }
        if (fuIazlVyXr == sDANjNEXmL) { gOBsVKGPEw = true; }
        if (fwymfGMCiQ == MFtGxHDRJm) { ibLogSdoXT = true; }
        if (AmeYRsalAn == EOhAVxwfFf) { DSdQHENOBh = true; }
        while (sDANjNEXmL == fuIazlVyXr) { lKRkHIsnZj = true; }
        while (MFtGxHDRJm == MFtGxHDRJm) { JJPmDSFnZL = true; }
        while (EOhAVxwfFf == EOhAVxwfFf) { FiDKjHNrYK = true; }
        if (KKURJFCRuM == true) { KKURJFCRuM = false; }
        if (niTnKRqxkb == true) { niTnKRqxkb = false; }
        if (wcMCSdVArm == true) { wcMCSdVArm = false; }
        if (QYSHABkcwq == true) { QYSHABkcwq = false; }
        if (FlWxyVusoD == true) { FlWxyVusoD = false; }
        if (FytdigySze == true) { FytdigySze = false; }
        if (jBYIuPPMmI == true) { jBYIuPPMmI = false; }
        if (gOBsVKGPEw == true) { gOBsVKGPEw = false; }
        if (ibLogSdoXT == true) { ibLogSdoXT = false; }
        if (DSdQHENOBh == true) { DSdQHENOBh = false; }
        if (FhGfWqxBHX == true) { FhGfWqxBHX = false; }
        if (ZhNCwHojbc == true) { ZhNCwHojbc = false; }
        if (lanTFOkjlR == true) { lanTFOkjlR = false; }
        if (xrNVpAVeSp == true) { xrNVpAVeSp = false; }
        if (UcgzsUEaUz == true) { UcgzsUEaUz = false; }
        if (OdmYwdtlaH == true) { OdmYwdtlaH = false; }
        if (FNOoahUqLw == true) { FNOoahUqLw = false; }
        if (lKRkHIsnZj == true) { lKRkHIsnZj = false; }
        if (JJPmDSFnZL == true) { JJPmDSFnZL = false; }
        if (FiDKjHNrYK == true) { FiDKjHNrYK = false; }
    }
};
( если что антипаста лютая )
вот сука, антипасту в резольвере как я сделал
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
согласен - весь код одна сплошная антипаста, если удалить будет топ :bayan: :warpath:
-----------------------------------
upd: перечитав код, понял что ресольвер не так уж и плох, статики будет фиксить более менее, но не идеал как ресольвер в общем, слоуволк детект все таки нужно переписать, да и это всего меньший процент того, что нужно для прям хорошего такого ресольвера, антипаста как по мне не очень, даже такой батон как я, понял чо сделать
ГАЙД КАК УБРАТЬ АНТИПАСТУ :
1) находим дельту, меняем на 116 ( credits.to : челик сверху там где то)
2) флоат ресольв с 6412121212 на 6.4 ( credits : polakboss )
3) там где меняли 6412121212 сделущее число меняем на 44.
4) дальше мне лень. а и еще вкладку resolver::resolve чекните, там я мемами заспамил
C++:
Expand Collapse Copy
(( float resolve[6.4] = { 44.f }; ))
 
Ресольвер == помойка
Столько нахуй никому не нужного щиткода,не нужных переменных,ложных операторов и просто мусорной математики....
Хз нахуй вы что то там делите минусуете,для поза для брутфорса ака вашей ебанной дельте 116
Легче юзать десинк дельта + десинк дельта в стенде выйдет как не странно 116 блять,да и в мувах все с этим будет норм..
Люди совсем перестали получать данные с предикта,а именно симтайм и прочее
 
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