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++:
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// 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 )
 
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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
 
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"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 :(
 
Trap
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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++:
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// 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
 
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lmao, wtf del this
 
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/del
 
Последнее редактирование:
got a brand new bitch
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got a brand new bitch
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Начинающий
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Да, это ресольвер lmfaowara, переделанный мною
Небольшая антипаста для -100000iq пастеров ( как я)
C++:
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// 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
 
got a brand new bitch
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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:
got a brand new bitch
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Да, это ресольвер lmfaowara, переделанный мною
Небольшая антипаста для -100000iq пастеров ( как я)
C++:
/*
██╗     ███╗   ███╗███████╗ █████╗  ██████╗ ██╗    ██╗ █████╗ ██████╗ ███████╗
██║     ████╗ ████║██╔════╝██╔══██╗██╔═══██╗██║    ██║██╔══██╗██╔══██╗██╔════╝
██║     ██╔████╔██║█████╗  ███████║██║   ██║██║ █╗ ██║███████║██████╔╝█████╗
██║     ██║╚██╔╝██║██╔══╝  ██╔══██║██║   ██║██║███╗██║██╔══██║██╔══██╗██╔══╝
███████╗██║ ╚═╝ ██║██║     ██║  ██║╚██████╔╝╚███╔███╔╝██║  ██║██║  ██║███████╗
╚══════╝╚═╝     ╚═╝╚═╝     ╚═╝  ╚═╝ ╚═════╝  ╚══╝╚══╝ ╚═╝  ╚═╝╚═╝  ╚═╝╚══════╝
*/

// 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
 
got a brand new bitch
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
got a brand new bitch
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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++:
(( float resolve[6.4] = { 44.f }; ))
 
main public enemy
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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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