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Ресольвер

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Забаненный
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Регистрация
31 Дек 2018
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441
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211
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Будет тапать кряк?:LUL:
C++:
Expand Collapse Copy
void Resolver::AnimationFix(C_BaseEntity* pEnt)
{


    //who needs structs or classes not me lol
    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 C_AnimState* StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)pEnt->m_flPoseParameter());
    bool update = false;
    bool shot = false;

    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);
    };

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

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

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

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

        float angToLocal = g_Math.NormalizeYaw(g_Math.CalcAngle(g::pLocalEntity->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = g_Math.NormalizeYaw(angToLocal);
        float DesyncFix = 0;
        float Resim = g_Math.NormalizeYaw((0.24f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->EntIndex()])) * (oldEyeAngles[pEnt->EntIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 58.f)
            Resim = 58.f;
        if (Resim < -58.f)
            Resim = -58.f;
        if (Resim > 89.f)
            Resim = 89.f;
        if (Resim < -89.f)
            Resim = -89.f;

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

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->EntIndex()][1] = g_pGlobalVars->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->EntIndex()][2] = g_pGlobalVars->curtime;
            }

            if (LastDesyncSide[pEnt->EntIndex()] == 1)
            {
                Resim += (58.f - Resim);
                DesyncFix += (58.f - Resim);
                Resim += (89.f - Resim);
                DesyncFix += (89.f - Resim);
            }
            if (LastDesyncSide[pEnt->EntIndex()] == 2)
            {
                Resim += (-58.f - Resim);
                DesyncFix += (-58.f - Resim);
                Resim += (89.f - Resim);
                DesyncFix += (89.f - Resim);
            }

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

                if (.5f < (g_pGlobalVars->curtime - SideTime[pEnt->EntIndex()][LastDesyncSide[pEnt->EntIndex()]]))
                {
                    LastDesyncSide[pEnt->EntIndex()] = CurrentSide;
                    Delaying[pEnt->EntIndex()] = false;
                }
            }

            if (!Delaying[pEnt->EntIndex()])
                LastDesyncSide[pEnt->EntIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = UseFreestandAngle[pEnt->EntIndex()] ? g_Math.NormalizeYaw(Back + FreestandAngle[pEnt->EntIndex()]) : pEnt->GetLowerBodyYaw();

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

            if (Delta > 58.f)
                Delta = 58.f;
            if (Delta < -58.f)
                Delta = -58.f;
            if (Delta > 89.f)
                Delta = 89.f;
            if (Delta < -89.f)
                Delta = -89.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 58.f)
                Resim = 58.f;
            if (Resim < -58.f)
                Resim = -58.f;
            if (Resim > 89.f)
                Resim = 89.f;
            if (Resim < -89.f)
                Resim = -89.f;


        }

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

        float JitterDelta = fabs(g_Math.NormalizeYaw(oldEyeAngles[pEnt->EntIndex()].y - pEnt->GetEyeAngles().y));

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

        if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver)
        {
            if (jittering[pEnt->EntIndex()])
                AnimState->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

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

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver)
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);

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

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

    if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver && jittering[pEnt->EntIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->EntIndex()], 0));

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


void Resolver::OnCreateMove() // cancer v2
{
    if (!g_Options.rage.resolver)
        return;

    if (!g::pLocalEntity->IsAlive())
        return;

    if (!g::pLocalEntity->GetActiveWeapon() || g::pLocalEntity->IsKnifeorNade())
        return;


    for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

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

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

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

            float angToLocal = g_Math.CalcAngle(g::pLocalEntity->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = g::pLocalEntity->GetOrigin() + Vector(0, 0, 90);

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

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

            Vector Origin = pPlayerEntity->GetOrigin();

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

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

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

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

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

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

                            Autowalled = true;
                        }
                    }
                }
            }

            if (Autowalled)
            {
                if (HitSide1 && HitSide2)
                    UseFreestandAngle[pPlayerEntity->EntIndex()] = false;
                else
                    UseFreestandAngle[pPlayerEntity->EntIndex()] = true;
            }
        }
    }
}

float AngleNormalize(float angle)
{
    angle = fmodf(angle, 360.0f);
    if (angle > 180)
    {
        angle -= 360;
    }
    if (angle < -180)
    {
        angle += 360;
    }
    return angle;
}

void bruhResolver(C_BaseEntity* ent)
{
    if (!g::pLocalEntity->IsAlive())
        return;

    auto animstate = ent->AnimState();
    auto v9 = (animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime);
    auto speedfraction = 0.0f;
    if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0f)
        speedfraction = 0.0f;
    else
        speedfraction = fminf(animstate->m_flFeetSpeedForwardsOrSideWays, 0x3F800000);
    auto v2 = (animstate->pad_0x0120() * -0.30000001 - 0.19999999) * speedfraction;
    auto v18 = v2;
    auto v3 = v2 + 1.0;
    auto v23 = v3;
    if (animstate->m_fDuckAmount > 0.0)
    {
        auto v29 = 0.0;
        if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0)
            v29 = 0.0;
        else
            v29 = fminf(animstate->m_flFeetSpeedUnknownForwardOrSideways, 0x3F800000);
    }
    auto localplayer_index = g::pLocalEntity->EntIndex();
    auto localplayer = g::pLocalEntity;
    if (localplayer)
    {
        auto fix_goal_feet_yaw = [](float rotation, float invertedrotation, float yawfeetdelta, float yaw, C_AnimState* state) // some shit i found on pastebin lol
        {
            if (yawfeetdelta < rotation)
            {
                if (invertedrotation > yawfeetdelta)
                    *(float*)(uintptr_t(state) + 0x80) = invertedrotation + yaw;
            }
            else
                *(float*)(uintptr_t(state) + 0x80) = yaw - rotation;
        };

        auto get_rotation = [&](int rotation_type, C_AnimState* state) {
            float v43 = *(float*)((uintptr_t)state + 0xA4);
            float v54 = max(0, min(*reinterpret_cast<float*>((uintptr_t)state + 0xF8), 1));
            float v55 = max(0, min(1, *reinterpret_cast<float*>((uintptr_t)state + 0xFC)));

            float v56;
            v56 = ((*reinterpret_cast<float*>((uintptr_t)state + 0x11C) * -0.30000001) - 0.19999999)* v54;
            if (v43 > 0)
                v56 += ((v43 * v55) * (0.5 - v56));

            v56 = *(float*)((uintptr_t)state + rotation_type) * v56;
            return v56;
        };
        float inverted = get_rotation(0x2B4, ent->AnimState());
        float max = get_rotation(0x2B0, ent->AnimState());
        float yawfeetdelta = ent->AnimState()->m_flEyeYaw - ent->AnimState()->m_flGoalFeetYaw;
        float yaw = ent->GetEyeAngles().y;
        if (g_Options.rage.resolver)
            fix_goal_feet_yaw(max, inverted, yawfeetdelta, yaw, ent->AnimState());
        float speed;
        if (*(float*)(animstate + 0xF8) < 0.f)
        {
            speed = 0.0;
        }
        else
        {
            speed = fminf(*(DWORD*)(animstate + 0xF8), 1.0f);
        }

        float flYawModifier = (*(float*)(animstate + 0x11C) * -0.30000001 - 0.19999999) * speed;
        flYawModifier += 1.0f;

        if (*(float*)(animstate + 0xA4) > 0.0 && *(float*)(animstate + 0xFC) >= 0.0)
            flYawModifier = fminf(*(float*)(uintptr_t(animstate) + 0xFC), 1.0f);

        float m_flMaxBodyYaw = *(float*)(uintptr_t(animstate) + 0x334) * flYawModifier;
        float m_flMinBodyYaw = *(float*)(uintptr_t(animstate) + 0x330) * flYawModifier;

        float ResolvedYaw = animstate->m_flEyeYaw;
        float delta = std::abs(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw);
        if (m_flMaxBodyYaw < delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw - std::abs(m_flMaxBodyYaw);
        }
        else if (m_flMinBodyYaw > delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw + std::abs(m_flMinBodyYaw);
        }
        auto player = ent;
        auto v8 = 0;
        auto v7 = 0;
        for (int a2a = 0; a2a < g::pLocalEntity->GetNumAnimOverlays(); ++a2a)
        {
            auto v32 = g::pLocalEntity->GetAnimOverlay4(a2a);
            if (v32)
                auto v6 = g::pLocalEntity;
        }
        auto v20 = animstate->flUpVelocity * v23;
        auto a1 = animstate->m_vVelocityY * v23;
        auto v30 = 0.0;
        auto eye_angles_y = animstate->m_flEyeYaw;
        auto goal_feet_yaw = animstate->m_flGoalFeetYaw;
        auto v22 = (eye_angles_y - goal_feet_yaw);
        if (v20 < v22)
        {
            auto v11 = v20;
            auto v30 = eye_angles_y - v11;
        }
        else if (a1 > v22)
        {
            auto v12 = a1;
            auto v30 = v12 + eye_angles_y;
        }
        float v36 = std::fmodf(v30, 360.0f);
        if (v36 > 180.0f)
            v36 = v36 - 360.0f;
        if (v36 < 180.0f)
            v36 = v36 + 360.0f;
        float inverse = 0 - v36;

        animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw;

    }
}


void Resolver::FrameStage(ClientFrameStage_t stage)
{
    if (!g::pLocalEntity || !g_pEngine->IsInGame())
        return;

    static bool  wasDormant[65];

    for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive())
            continue;
        if (pPlayerEntity->IsDormant())
        {
            wasDormant[i] = true;
            continue;
        }

        if (stage == FRAME_RENDER_START)
        {
            AnimationFix(pPlayerEntity);
        }


        wasDormant[i] = false;
    }
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Возможно:BlessRNG:
 
для :BlessRNG: есть такое сочетание символов:
C++:
Expand Collapse Copy
animstate->m_flGoalFeetYaw = random_float(0, 360);
я еще себе тупа
1590313035588.png

228iq кнопку добавил чисто на всякий случай, чтобы если что config issue
 
Одним словом пиздец...
Это ресольвером назвать нельзя
Даже вот это :
C++:
Expand Collapse Copy
m_flGoalFeetYaw = missedshot < 1 ? ayeangles + 60 : ayeangles - 60; // meme
Будет куда лучше )
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Будет тапать кряк?:LUL:
C++:
Expand Collapse Copy
void Resolver::AnimationFix(C_BaseEntity* pEnt)
{


    //who needs structs or classes not me lol
    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 C_AnimState* StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)pEnt->m_flPoseParameter());
    bool update = false;
    bool shot = false;

    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);
    };

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

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

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

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

        float angToLocal = g_Math.NormalizeYaw(g_Math.CalcAngle(g::pLocalEntity->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = g_Math.NormalizeYaw(angToLocal);
        float DesyncFix = 0;
        float Resim = g_Math.NormalizeYaw((0.24f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->EntIndex()])) * (oldEyeAngles[pEnt->EntIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 58.f)
            Resim = 58.f;
        if (Resim < -58.f)
            Resim = -58.f;
        if (Resim > 89.f)
            Resim = 89.f;
        if (Resim < -89.f)
            Resim = -89.f;

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

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->EntIndex()][1] = g_pGlobalVars->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->EntIndex()][2] = g_pGlobalVars->curtime;
            }

            if (LastDesyncSide[pEnt->EntIndex()] == 1)
            {
                Resim += (58.f - Resim);
                DesyncFix += (58.f - Resim);
                Resim += (89.f - Resim);
                DesyncFix += (89.f - Resim);
            }
            if (LastDesyncSide[pEnt->EntIndex()] == 2)
            {
                Resim += (-58.f - Resim);
                DesyncFix += (-58.f - Resim);
                Resim += (89.f - Resim);
                DesyncFix += (89.f - Resim);
            }

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

                if (.5f < (g_pGlobalVars->curtime - SideTime[pEnt->EntIndex()][LastDesyncSide[pEnt->EntIndex()]]))
                {
                    LastDesyncSide[pEnt->EntIndex()] = CurrentSide;
                    Delaying[pEnt->EntIndex()] = false;
                }
            }

            if (!Delaying[pEnt->EntIndex()])
                LastDesyncSide[pEnt->EntIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = UseFreestandAngle[pEnt->EntIndex()] ? g_Math.NormalizeYaw(Back + FreestandAngle[pEnt->EntIndex()]) : pEnt->GetLowerBodyYaw();

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

            if (Delta > 58.f)
                Delta = 58.f;
            if (Delta < -58.f)
                Delta = -58.f;
            if (Delta > 89.f)
                Delta = 89.f;
            if (Delta < -89.f)
                Delta = -89.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 58.f)
                Resim = 58.f;
            if (Resim < -58.f)
                Resim = -58.f;
            if (Resim > 89.f)
                Resim = 89.f;
            if (Resim < -89.f)
                Resim = -89.f;


        }

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

        float JitterDelta = fabs(g_Math.NormalizeYaw(oldEyeAngles[pEnt->EntIndex()].y - pEnt->GetEyeAngles().y));

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

        if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver)
        {
            if (jittering[pEnt->EntIndex()])
                AnimState->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

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

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver)
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);

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

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

    if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver && jittering[pEnt->EntIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->EntIndex()], 0));

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


void Resolver::OnCreateMove() // cancer v2
{
    if (!g_Options.rage.resolver)
        return;

    if (!g::pLocalEntity->IsAlive())
        return;

    if (!g::pLocalEntity->GetActiveWeapon() || g::pLocalEntity->IsKnifeorNade())
        return;


    for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

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

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

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

            float angToLocal = g_Math.CalcAngle(g::pLocalEntity->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = g::pLocalEntity->GetOrigin() + Vector(0, 0, 90);

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

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

            Vector Origin = pPlayerEntity->GetOrigin();

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

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

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

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

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

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

                            Autowalled = true;
                        }
                    }
                }
            }

            if (Autowalled)
            {
                if (HitSide1 && HitSide2)
                    UseFreestandAngle[pPlayerEntity->EntIndex()] = false;
                else
                    UseFreestandAngle[pPlayerEntity->EntIndex()] = true;
            }
        }
    }
}

float AngleNormalize(float angle)
{
    angle = fmodf(angle, 360.0f);
    if (angle > 180)
    {
        angle -= 360;
    }
    if (angle < -180)
    {
        angle += 360;
    }
    return angle;
}

void bruhResolver(C_BaseEntity* ent)
{
    if (!g::pLocalEntity->IsAlive())
        return;

    auto animstate = ent->AnimState();
    auto v9 = (animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime);
    auto speedfraction = 0.0f;
    if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0f)
        speedfraction = 0.0f;
    else
        speedfraction = fminf(animstate->m_flFeetSpeedForwardsOrSideWays, 0x3F800000);
    auto v2 = (animstate->pad_0x0120() * -0.30000001 - 0.19999999) * speedfraction;
    auto v18 = v2;
    auto v3 = v2 + 1.0;
    auto v23 = v3;
    if (animstate->m_fDuckAmount > 0.0)
    {
        auto v29 = 0.0;
        if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0)
            v29 = 0.0;
        else
            v29 = fminf(animstate->m_flFeetSpeedUnknownForwardOrSideways, 0x3F800000);
    }
    auto localplayer_index = g::pLocalEntity->EntIndex();
    auto localplayer = g::pLocalEntity;
    if (localplayer)
    {
        auto fix_goal_feet_yaw = [](float rotation, float invertedrotation, float yawfeetdelta, float yaw, C_AnimState* state) // some shit i found on pastebin lol
        {
            if (yawfeetdelta < rotation)
            {
                if (invertedrotation > yawfeetdelta)
                    *(float*)(uintptr_t(state) + 0x80) = invertedrotation + yaw;
            }
            else
                *(float*)(uintptr_t(state) + 0x80) = yaw - rotation;
        };

        auto get_rotation = [&](int rotation_type, C_AnimState* state) {
            float v43 = *(float*)((uintptr_t)state + 0xA4);
            float v54 = max(0, min(*reinterpret_cast<float*>((uintptr_t)state + 0xF8), 1));
            float v55 = max(0, min(1, *reinterpret_cast<float*>((uintptr_t)state + 0xFC)));

            float v56;
            v56 = ((*reinterpret_cast<float*>((uintptr_t)state + 0x11C) * -0.30000001) - 0.19999999)* v54;
            if (v43 > 0)
                v56 += ((v43 * v55) * (0.5 - v56));

            v56 = *(float*)((uintptr_t)state + rotation_type) * v56;
            return v56;
        };
        float inverted = get_rotation(0x2B4, ent->AnimState());
        float max = get_rotation(0x2B0, ent->AnimState());
        float yawfeetdelta = ent->AnimState()->m_flEyeYaw - ent->AnimState()->m_flGoalFeetYaw;
        float yaw = ent->GetEyeAngles().y;
        if (g_Options.rage.resolver)
            fix_goal_feet_yaw(max, inverted, yawfeetdelta, yaw, ent->AnimState());
        float speed;
        if (*(float*)(animstate + 0xF8) < 0.f)
        {
            speed = 0.0;
        }
        else
        {
            speed = fminf(*(DWORD*)(animstate + 0xF8), 1.0f);
        }

        float flYawModifier = (*(float*)(animstate + 0x11C) * -0.30000001 - 0.19999999) * speed;
        flYawModifier += 1.0f;

        if (*(float*)(animstate + 0xA4) > 0.0 && *(float*)(animstate + 0xFC) >= 0.0)
            flYawModifier = fminf(*(float*)(uintptr_t(animstate) + 0xFC), 1.0f);

        float m_flMaxBodyYaw = *(float*)(uintptr_t(animstate) + 0x334) * flYawModifier;
        float m_flMinBodyYaw = *(float*)(uintptr_t(animstate) + 0x330) * flYawModifier;

        float ResolvedYaw = animstate->m_flEyeYaw;
        float delta = std::abs(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw);
        if (m_flMaxBodyYaw < delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw - std::abs(m_flMaxBodyYaw);
        }
        else if (m_flMinBodyYaw > delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw + std::abs(m_flMinBodyYaw);
        }
        auto player = ent;
        auto v8 = 0;
        auto v7 = 0;
        for (int a2a = 0; a2a < g::pLocalEntity->GetNumAnimOverlays(); ++a2a)
        {
            auto v32 = g::pLocalEntity->GetAnimOverlay4(a2a);
            if (v32)
                auto v6 = g::pLocalEntity;
        }
        auto v20 = animstate->flUpVelocity * v23;
        auto a1 = animstate->m_vVelocityY * v23;
        auto v30 = 0.0;
        auto eye_angles_y = animstate->m_flEyeYaw;
        auto goal_feet_yaw = animstate->m_flGoalFeetYaw;
        auto v22 = (eye_angles_y - goal_feet_yaw);
        if (v20 < v22)
        {
            auto v11 = v20;
            auto v30 = eye_angles_y - v11;
        }
        else if (a1 > v22)
        {
            auto v12 = a1;
            auto v30 = v12 + eye_angles_y;
        }
        float v36 = std::fmodf(v30, 360.0f);
        if (v36 > 180.0f)
            v36 = v36 - 360.0f;
        if (v36 < 180.0f)
            v36 = v36 + 360.0f;
        float inverse = 0 - v36;

        animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw;

    }
}


void Resolver::FrameStage(ClientFrameStage_t stage)
{
    if (!g::pLocalEntity || !g_pEngine->IsInGame())
        return;

    static bool  wasDormant[65];

    for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive())
            continue;
        if (pPlayerEntity->IsDormant())
        {
            wasDormant[i] = true;
            continue;
        }

        if (stage == FRAME_RENDER_START)
        {
            AnimationFix(pPlayerEntity);
        }


        wasDormant[i] = false;
    }
}
помолись и в бой
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Да
 
Будет тапать кряк?:LUL:
C++:
Expand Collapse Copy
void Resolver::AnimationFix(C_BaseEntity* pEnt)
{


    //who needs structs or classes not me lol
    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 C_AnimState* StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)pEnt->m_flPoseParameter());
    bool update = false;
    bool shot = false;

    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);
    };

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

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

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

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

        float angToLocal = g_Math.NormalizeYaw(g_Math.CalcAngle(g::pLocalEntity->GetOrigin(), pEnt->GetOrigin()).y);

        float Back = g_Math.NormalizeYaw(angToLocal);
        float DesyncFix = 0;
        float Resim = g_Math.NormalizeYaw((0.24f / (pEnt->GetSimulationTime() - oldSimtime[pEnt->EntIndex()])) * (oldEyeAngles[pEnt->EntIndex()].y - pEnt->GetEyeAngles().y));

        if (Resim > 58.f)
            Resim = 58.f;
        if (Resim < -58.f)
            Resim = -58.f;
        if (Resim > 89.f)
            Resim = 89.f;
        if (Resim < -89.f)
            Resim = -89.f;

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

            int CurrentSide = 0;

            if (Delta < 0)
            {
                CurrentSide = 1;
                SideTime[pEnt->EntIndex()][1] = g_pGlobalVars->curtime;
            }
            else if (Delta > 0)
            {
                CurrentSide = 2;
                SideTime[pEnt->EntIndex()][2] = g_pGlobalVars->curtime;
            }

            if (LastDesyncSide[pEnt->EntIndex()] == 1)
            {
                Resim += (58.f - Resim);
                DesyncFix += (58.f - Resim);
                Resim += (89.f - Resim);
                DesyncFix += (89.f - Resim);
            }
            if (LastDesyncSide[pEnt->EntIndex()] == 2)
            {
                Resim += (-58.f - Resim);
                DesyncFix += (-58.f - Resim);
                Resim += (89.f - Resim);
                DesyncFix += (89.f - Resim);
            }

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

                if (.5f < (g_pGlobalVars->curtime - SideTime[pEnt->EntIndex()][LastDesyncSide[pEnt->EntIndex()]]))
                {
                    LastDesyncSide[pEnt->EntIndex()] = CurrentSide;
                    Delaying[pEnt->EntIndex()] = false;
                }
            }

            if (!Delaying[pEnt->EntIndex()])
                LastDesyncSide[pEnt->EntIndex()] = CurrentSide;
        }
        else if (!shot)
        {
            float Brute = UseFreestandAngle[pEnt->EntIndex()] ? g_Math.NormalizeYaw(Back + FreestandAngle[pEnt->EntIndex()]) : pEnt->GetLowerBodyYaw();

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

            if (Delta > 58.f)
                Delta = 58.f;
            if (Delta < -58.f)
                Delta = -58.f;
            if (Delta > 89.f)
                Delta = 89.f;
            if (Delta < -89.f)
                Delta = -89.f;

            Resim += Delta;
            DesyncFix += Delta;

            if (Resim > 58.f)
                Resim = 58.f;
            if (Resim < -58.f)
                Resim = -58.f;
            if (Resim > 89.f)
                Resim = 89.f;
            if (Resim < -89.f)
                Resim = -89.f;


        }

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

        float JitterDelta = fabs(g_Math.NormalizeYaw(oldEyeAngles[pEnt->EntIndex()].y - pEnt->GetEyeAngles().y));

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

        if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver)
        {
            if (jittering[pEnt->EntIndex()])
                AnimState->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

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

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver)
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);

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

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

    if (pEnt != g::pLocalEntity && pEnt->GetTeam() != g::pLocalEntity->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Options.rage.resolver && jittering[pEnt->EntIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->EntIndex()], 0));

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


void Resolver::OnCreateMove() // cancer v2
{
    if (!g_Options.rage.resolver)
        return;

    if (!g::pLocalEntity->IsAlive())
        return;

    if (!g::pLocalEntity->GetActiveWeapon() || g::pLocalEntity->IsKnifeorNade())
        return;


    for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

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

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

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

            float angToLocal = g_Math.CalcAngle(g::pLocalEntity->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = g::pLocalEntity->GetOrigin() + Vector(0, 0, 90);

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

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

            Vector Origin = pPlayerEntity->GetOrigin();

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

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

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

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

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

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

                            Autowalled = true;
                        }
                    }
                }
            }

            if (Autowalled)
            {
                if (HitSide1 && HitSide2)
                    UseFreestandAngle[pPlayerEntity->EntIndex()] = false;
                else
                    UseFreestandAngle[pPlayerEntity->EntIndex()] = true;
            }
        }
    }
}

float AngleNormalize(float angle)
{
    angle = fmodf(angle, 360.0f);
    if (angle > 180)
    {
        angle -= 360;
    }
    if (angle < -180)
    {
        angle += 360;
    }
    return angle;
}

void bruhResolver(C_BaseEntity* ent)
{
    if (!g::pLocalEntity->IsAlive())
        return;

    auto animstate = ent->AnimState();
    auto v9 = (animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime);
    auto speedfraction = 0.0f;
    if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0f)
        speedfraction = 0.0f;
    else
        speedfraction = fminf(animstate->m_flFeetSpeedForwardsOrSideWays, 0x3F800000);
    auto v2 = (animstate->pad_0x0120() * -0.30000001 - 0.19999999) * speedfraction;
    auto v18 = v2;
    auto v3 = v2 + 1.0;
    auto v23 = v3;
    if (animstate->m_fDuckAmount > 0.0)
    {
        auto v29 = 0.0;
        if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0)
            v29 = 0.0;
        else
            v29 = fminf(animstate->m_flFeetSpeedUnknownForwardOrSideways, 0x3F800000);
    }
    auto localplayer_index = g::pLocalEntity->EntIndex();
    auto localplayer = g::pLocalEntity;
    if (localplayer)
    {
        auto fix_goal_feet_yaw = [](float rotation, float invertedrotation, float yawfeetdelta, float yaw, C_AnimState* state) // some shit i found on pastebin lol
        {
            if (yawfeetdelta < rotation)
            {
                if (invertedrotation > yawfeetdelta)
                    *(float*)(uintptr_t(state) + 0x80) = invertedrotation + yaw;
            }
            else
                *(float*)(uintptr_t(state) + 0x80) = yaw - rotation;
        };

        auto get_rotation = [&](int rotation_type, C_AnimState* state) {
            float v43 = *(float*)((uintptr_t)state + 0xA4);
            float v54 = max(0, min(*reinterpret_cast<float*>((uintptr_t)state + 0xF8), 1));
            float v55 = max(0, min(1, *reinterpret_cast<float*>((uintptr_t)state + 0xFC)));

            float v56;
            v56 = ((*reinterpret_cast<float*>((uintptr_t)state + 0x11C) * -0.30000001) - 0.19999999)* v54;
            if (v43 > 0)
                v56 += ((v43 * v55) * (0.5 - v56));

            v56 = *(float*)((uintptr_t)state + rotation_type) * v56;
            return v56;
        };
        float inverted = get_rotation(0x2B4, ent->AnimState());
        float max = get_rotation(0x2B0, ent->AnimState());
        float yawfeetdelta = ent->AnimState()->m_flEyeYaw - ent->AnimState()->m_flGoalFeetYaw;
        float yaw = ent->GetEyeAngles().y;
        if (g_Options.rage.resolver)
            fix_goal_feet_yaw(max, inverted, yawfeetdelta, yaw, ent->AnimState());
        float speed;
        if (*(float*)(animstate + 0xF8) < 0.f)
        {
            speed = 0.0;
        }
        else
        {
            speed = fminf(*(DWORD*)(animstate + 0xF8), 1.0f);
        }

        float flYawModifier = (*(float*)(animstate + 0x11C) * -0.30000001 - 0.19999999) * speed;
        flYawModifier += 1.0f;

        if (*(float*)(animstate + 0xA4) > 0.0 && *(float*)(animstate + 0xFC) >= 0.0)
            flYawModifier = fminf(*(float*)(uintptr_t(animstate) + 0xFC), 1.0f);

        float m_flMaxBodyYaw = *(float*)(uintptr_t(animstate) + 0x334) * flYawModifier;
        float m_flMinBodyYaw = *(float*)(uintptr_t(animstate) + 0x330) * flYawModifier;

        float ResolvedYaw = animstate->m_flEyeYaw;
        float delta = std::abs(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw);
        if (m_flMaxBodyYaw < delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw - std::abs(m_flMaxBodyYaw);
        }
        else if (m_flMinBodyYaw > delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw + std::abs(m_flMinBodyYaw);
        }
        auto player = ent;
        auto v8 = 0;
        auto v7 = 0;
        for (int a2a = 0; a2a < g::pLocalEntity->GetNumAnimOverlays(); ++a2a)
        {
            auto v32 = g::pLocalEntity->GetAnimOverlay4(a2a);
            if (v32)
                auto v6 = g::pLocalEntity;
        }
        auto v20 = animstate->flUpVelocity * v23;
        auto a1 = animstate->m_vVelocityY * v23;
        auto v30 = 0.0;
        auto eye_angles_y = animstate->m_flEyeYaw;
        auto goal_feet_yaw = animstate->m_flGoalFeetYaw;
        auto v22 = (eye_angles_y - goal_feet_yaw);
        if (v20 < v22)
        {
            auto v11 = v20;
            auto v30 = eye_angles_y - v11;
        }
        else if (a1 > v22)
        {
            auto v12 = a1;
            auto v30 = v12 + eye_angles_y;
        }
        float v36 = std::fmodf(v30, 360.0f);
        if (v36 > 180.0f)
            v36 = v36 - 360.0f;
        if (v36 < 180.0f)
            v36 = v36 + 360.0f;
        float inverse = 0 - v36;

        animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw;

    }
}


void Resolver::FrameStage(ClientFrameStage_t stage)
{
    if (!g::pLocalEntity || !g_pEngine->IsInGame())
        return;

    static bool  wasDormant[65];

    for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive())
            continue;
        if (pPlayerEntity->IsDormant())
        {
            wasDormant[i] = true;
            continue;
        }

        if (stage == FRAME_RENDER_START)
        {
            AnimationFix(pPlayerEntity);
        }


        wasDormant[i] = false;
    }
}
Шутка? Оно даже попадать не должно по идее.

Лучше возьми вот это:

C++:
Expand Collapse Copy
void Resolver::entity_resolve(C_BaseEntity* pEnt)
{
    if (c_config::get().aimbot_resolver)
    {
        C_AnimState* state = pEnt->AnimState();
        float eye_angles_yaw = pEnt->GetEyeAngles().y;
        
        // Брутить больше не имеет смысла, так как сервак клемпит твой угол до 60
        // градусов, ну или до 58. Ну два градуса отличие, как бы, да)
        
        state->m_flGoalFeetYaw = eye_angles_yaw + 60;
        
        if (Globals::missed_shots[index] == 1)
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;
    }
}

Ну или можешь попробовать такую хуету (лучше не нужно нахуй)):

C++:
Expand Collapse Copy
void Resolver::entity_resolver(C_BaseEntity* pEnt)
{
    if (c_config::get().aimbot_resolver)
    {
        C_AnimState* state = pEnt->AnimState();
        float eye_angles_yaw = pEnt->GetEyeAngles().y;
        float feet_delta = (eye_angles_yaw - state->m_flGoalFeetYaw, 360.0f);
        
        
        // юзаем логику икфака
        if (feet_delta < 60)
        {
            if (-60 > feet_delta)
            {
                state->m_flGoalFeetYaw = eye_angles_yaw + 60;
            }
        }
        else
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;
    }
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Шутка? Оно даже попадать не должно по идее.

Лучше возьми вот это:

C++:
Expand Collapse Copy
void Resolver::entity_resolve(C_BaseEntity* pEnt)
{
    if (c_config::get().aimbot_resolver)
    {
        C_AnimState* state = pEnt->AnimState();
        float eye_angles_yaw = pEnt->GetEyeAngles().y;
      
        // Брутить больше не имеет смысла, так как сервак клемпит твой угол до 60
        // градусов, ну или до 58. Ну два градуса отличие, как бы, да)
      
        state->m_flGoalFeetYaw = eye_angles_yaw + 60;
      
        if (Globals::missed_shots[index] == 1)
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;
    }
}

Ну или можешь попробовать такую хуету (лучше не нужно нахуй)):

C++:
Expand Collapse Copy
void Resolver::entity_resolver(C_BaseEntity* pEnt)
{
    if (c_config::get().aimbot_resolver)
    {
        C_AnimState* state = pEnt->AnimState();
        float eye_angles_yaw = pEnt->GetEyeAngles().y;
        float feet_delta = (eye_angles_yaw - state->m_flGoalFeetYaw, 360.0f);
      
      
        // юзаем логику икфака
        if (feet_delta < 60)
        {
            if (-60 > feet_delta)
            {
                state->m_flGoalFeetYaw = eye_angles_yaw + 60;
            }
        }
        else
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;
    }
}
Перестань пожалуйста кидать это гавно в каждую тему.
По теме: опять солянка из рандомных сурсов... не уверен что этот ресольвер что-то сможет заресольвить :/
 
Шутка? Оно даже попадать не должно по идее.

Лучше возьми вот это:

C++:
Expand Collapse Copy
void Resolver::entity_resolve(C_BaseEntity* pEnt)
{
    if (c_config::get().aimbot_resolver)
    {
        C_AnimState* state = pEnt->AnimState();
        float eye_angles_yaw = pEnt->GetEyeAngles().y;
      
        // Брутить больше не имеет смысла, так как сервак клемпит твой угол до 60
        // градусов, ну или до 58. Ну два градуса отличие, как бы, да)
      
        state->m_flGoalFeetYaw = eye_angles_yaw + 60;
      
        if (Globals::missed_shots[index] == 1)
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;
    }
}

Ну или можешь попробовать такую хуету (лучше не нужно нахуй)):

C++:
Expand Collapse Copy
void Resolver::entity_resolver(C_BaseEntity* pEnt)
{
    if (c_config::get().aimbot_resolver)
    {
        C_AnimState* state = pEnt->AnimState();
        float eye_angles_yaw = pEnt->GetEyeAngles().y;
        float feet_delta = (eye_angles_yaw - state->m_flGoalFeetYaw, 360.0f);
      
      
        // юзаем логику икфака
        if (feet_delta < 60)
        {
            if (-60 > feet_delta)
            {
                state->m_flGoalFeetYaw = eye_angles_yaw + 60;
            }
        }
        else
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;
    }
}
шта???
float feet_delta = (eye_angles_yaw - state->m_flGoalFeetYaw, 360.0f);

Фикс:
float feet_delta = remainderf(eye_angles_yaw - state->m_flGoalFeetYaw, 360.0f);

Анимстейт проверять на nullptr? Или нахуй нада???

C_AnimState* state = pEnt->AnimState();
if (state == nullptr)
return;

Код:
Expand Collapse Copy
 // юзаем логику икфака
        if (feet_delta < 60)
        {
            if (-60 > feet_delta)
            {
                state->m_flGoalFeetYaw = eye_angles_yaw + 60;
            }
        }
        else
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;

Это не логика икфака. Это логика SetupVelocity.
И нормализовать же ж нада, бля

state->m_flGoalFeetYaw = remainferf(state->m_flGoalFeetYaw, 360.0);

Кстати ресольвер какашка (( Максимум что ты пофиксишь это бомжацкие опозиты или кривые балансы. На статиках это не сработает, так как тебе выдаст дельту 0. А ноль меньше 60 и больше -60. То бишь ни один из passity checks не будет пройден.

Статики можно вообще забить и фиксить только бОльший десинк. Но нулевая дельта не означает десинк, надо проверять на choked time > 1 и ещё какую то хрень. Но не велосити. Велосити чек гавно.

P.S. Проверка на дельту -60 и 60 ничего не даст, увы. Надо ребилдить сетап мувмест ибо дельта динамичная все-таки. Чащ всего такая грубая проверка ничего не даст.

Одно дело ставить угол EyeAngles +- 60, другое дело сверять дельту.
 
шта???


Фикс:


Анимстейт проверять на nullptr? Или нахуй нада???

C_AnimState* state = pEnt->AnimState();
if (state == nullptr)
return;

Код:
Expand Collapse Copy
 // юзаем логику икфака
        if (feet_delta < 60)
        {
            if (-60 > feet_delta)
            {
                state->m_flGoalFeetYaw = eye_angles_yaw + 60;
            }
        }
        else
            state->m_flGoalFeetYaw = eye_angles_yaw - 60;

Это не логика икфака. Это логика SetupVelocity.
И нормализовать же ж нада, бля

state->m_flGoalFeetYaw = remainferf(state->m_flGoalFeetYaw, 360.0);

Кстати ресольвер какашка (( Максимум что ты пофиксишь это бомжацкие опозиты или кривые балансы. На статиках это не сработает, так как тебе выдаст дельту 0. А ноль меньше 60 и больше -60. То бишь ни один из passity checks не будет пройден.

Статики можно вообще забить и фиксить только бОльший десинк. Но нулевая дельта не означает десинк, надо проверять на choked time > 1 и ещё какую то хрень. Но не велосити. Велосити чек гавно.

P.S. Проверка на дельту -60 и 60 ничего не даст, увы. Надо ребилдить сетап мувмест ибо дельта динамичная все-таки. Чащ всего такая грубая проверка ничего не даст.

Одно дело ставить угол EyeAngles +- 60, другое дело сверять дельту.
Я хотел там написать AngleDiff, но чот проипался))
 
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