Какой ресик лучше

Какой ресик лучше


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C++:
#include "Resolver.h"
#include "..\Aimbot\Aimbot.h"
#include "..\Aimbot\Autowall.h"
#include "..\Aimbot\LagComp.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\Hitboxes.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\Utils\Math.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
#include "..\..\SDK\CEntity.h"
#include "..\..\SDK\IBaseClientDll.h"

Resolver g_Resolver;

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;
}

void BotCheck(C_BaseEntity* ent)
{

}

static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
    Vector delta = a - b;
    float delta_length = delta.Length();

    if (delta_length <= min_delta) {
        Vector result;
        if (-min_delta <= delta_length) {
            return a;
        }
        else {
            float iradius = 1.0f / (delta_length + FLT_EPSILON);
            return b - ((delta * iradius) * min_delta);
        }
    }
    else {
        float iradius = 1.0f / (delta_length + FLT_EPSILON);
        return b + ((delta * iradius) * min_delta);
    }
};

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

float ApproachAngle(float target, float value, float speed)
{
    target = (target * 182.04445f) * 0.0054931641f;
    value = (value * 182.04445f) * 0.0054931641f;

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180.0f)
        delta += 360.0f;
    else if (delta > 180.0f)
        delta -= 360.0f;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}

void proper_brute(C_BaseEntity* ent)
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

    auto animState = ent->AnimState();
    float m_flanimState->m_flGoalFeetYaw [65];
    // Rebuild setup velocity to receive flMinBodyYaw and flMaxBodyYaw
    Vector velocity = ent->GetVelocity();
    float spd = velocity.LengthSqr();
    if (spd > std::powf(1.2f * 260.0f, 2.f)) {
        Vector velocity_normalized = velocity.Normalize();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float v25 = clamp(ent->m_fDuckSpeed() + animState->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = animState->m_fDuckAmount;
    float v27 = g_pClientState->m_nChokedCommands * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    float flDuckAmount = clamp(v28, 0.0f, 1.0f);

    Vector animationVelocity = GetSmoothedVelocity(g_pClientState->m_nChokedCommands * 2000.0f, velocity, ent->GetVelocity());
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = ent->GetActiveWeapon();

    float flMaxMovementSpeed = 260.0f;
    if (weapon) {
        flMaxMovementSpeed = std::fmaxf(weapon->GetCSWpnData()->max_speed, 0.001f);
    }
    float m_flGroundFraction = *(float*)(animState + 0x11C);
    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((m_flGroundFraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = clamp(flDuckingSpeed, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    float flMinBodyYaw = std::fabsf(((float)(uintptr_t(animState) + 0x330)) * flYawModifier);
    float flMaxBodyYaw = std::fabsf(((float)(uintptr_t(animState) + 0x334)) * flYawModifier);

    float flEyeYaw = ent->GetEyeAngles().y;
    float flEyeDiff = std::remainderf(flEyeYaw - m_flFakeGoalFeetYaw[ent->EntIndex()], 360.f);

    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw > flEyeDiff)
            m_flFakeGoalFeetYaw[ent->EntIndex()] = fabs(flMinBodyYaw) + flEyeYaw;
    }
    else {
        m_flFakeGoalFeetYaw[ent->EntIndex()] = flEyeYaw - fabs(flMaxBodyYaw);
    }

    m_flFakeGoalFeetYaw[ent->EntIndex()] = std::remainderf(m_flFakeGoalFeetYaw[ent->EntIndex()], 360.f);

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        m_flFakeGoalFeetYaw[ent->EntIndex()] = ApproachAngle(
            flEyeYaw,
            m_flFakeGoalFeetYaw[ent->EntIndex()],
            ((m_flGroundFraction * 20.0f) + 30.0f)
            * g_pClientState->m_nChokedCommands);
    }
    else {
        m_flFakeGoalFeetYaw[ent->EntIndex()] = ApproachAngle(
            ent->GetLowerBodyYaw(),
            m_flFakeGoalFeetYaw[ent->EntIndex()],
            g_pClientState->m_nChokedCommands * 100.0f);
    }

    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;

    float resolveYaw;

    switch (Globals::MissedShots[ent->EntIndex()] % 3) {
    case 0: // brute left side
        resolveYaw = Left;
        break;
    case 1: // brute fake side
        resolveYaw = m_flFakeGoalFeetYaw[ent->EntIndex()];
        break;
    case 2: // brute right side
        resolveYaw = Right;
        break;
    default:
        break;
    }

    animState->m_flGoalFeetYaw = resolveYaw;
}

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    if (!pEnt || !pEnt->IsAlive() || pEnt == Globals::LocalPlayer || pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
        return;

    if (!Globals::LocalPlayer || !Globals::LocalPlayer->IsAlive() || !Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->GetActiveWeapon()->GetAmmo() == 0)
        return;

    float* PosParams = (float*)((uintptr_t)pEnt + 0x2774);
    auto* AnimState = pEnt->AnimState();
    if (!AnimState || !pEnt->AnimOverlays() || !PosParams)
        return;

    // backup
    const float curtime = g_pGlobalVars->curtime;
    const float frametime = g_pGlobalVars->frametime;

    g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
    g_pGlobalVars->curtime = pEnt->GetSimulationTime();

    int backup_eflags = pEnt->m_iEFlags();

    // SetLocalVelocity
    pEnt->m_iEFlags() &= ~0x1000; // InvalidatePhysicsRecursive(VELOCITY_CHANGED); EFL_DIRTY_ABSVELOCITY = 0x1000
    pEnt->SetAbsVelocity(pEnt->GetVelocity());

    // invalidates prior animations
    if (AnimState->m_iLastClientSideAnimationUpdateFramecount == g_pGlobalVars->framecount)
        AnimState->m_iLastClientSideAnimationUpdateFramecount = g_pGlobalVars->framecount - 1;

    pEnt->ClientAnimations(true);

    // updates local animations + poses + calculates new abs angle based on eyeangles and other stuff
    // call resolver
    proper_brute(pEnt);
    pEnt->UpdateClientAnimation();

    pEnt->ClientAnimations(false);

    // restore
    pEnt->m_iEFlags() = backup_eflags;

    g_pGlobalVars->curtime = curtime;
    g_pGlobalVars->frametime = frametime;

    pEnt->InvalidateBoneCache();
    pEnt->SetupBones(nullptr, -1, 0x7FF00, g_pGlobalVars->curtime);
}

void HandleHits(C_BaseEntity* pEnt)
{
    auto NetChannel = g_pEngine->GetNetChannelInfo();

    if (!NetChannel)
        return;

    static float predTime[65];
    static bool init[65];

    if (Globals::Shot[pEnt->EntIndex()])
    {
        if (init[pEnt->EntIndex()])
        {
            g_Resolver.pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;
            predTime[pEnt->EntIndex()] = g_pGlobalVars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(g_pEngine->GetNetChannel()->m_nChokedPackets);
            init[pEnt->EntIndex()] = false;
        }

        if (g_pGlobalVars->curtime > predTime[pEnt->EntIndex()] && !Globals::Hit[pEnt->EntIndex()])
        {
            Globals::MissedShots[pEnt->EntIndex()] += 1;
            Globals::Shot[pEnt->EntIndex()] = false;
        }
        else if (g_pGlobalVars->curtime <= predTime[pEnt->EntIndex()] && Globals::Hit[pEnt->EntIndex()])
            Globals::Shot[pEnt->EntIndex()] = false;

    }
    else
        init[pEnt->EntIndex()] = true;

    Globals::Hit[pEnt->EntIndex()] = false;
}

void Resolver::OnCreateMove() // cancer v2
{
    if (!c_config::get().aimbot_resolver)
        return;

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

    if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->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 == Globals::LocalPlayer
            || pPlayerEntity->GetTeam() == Globals::LocalPlayer->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(Globals::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = Globals::LocalPlayer->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;
            }
        }
    }
}

void Resolver::FrameStage(ClientFrameStage_t stage)
{
    if (!Globals::LocalPlayer || !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)
        {
            HandleHits(pPlayerEntity);
            proper_brute(pPlayerEntity);
            AnimationFix(pPlayerEntity);
        }

        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != Globals::LocalPlayer)
        {
            auto VarMap = reinterpret_cast<uintptr_t>(pPlayerEntity) + 36;
            auto VarMapSize = *reinterpret_cast<int*>(VarMap + 20);

            for (auto index = 0; index < VarMapSize; index++)
                *reinterpret_cast<uintptr_t*>(*reinterpret_cast<uintptr_t*>(VarMap) + index * 12) = 0;
        }

        wasDormant[i] = false;
    }//
}
Код:
#include "Resolver.h"
#include "..\Aimbot\Aimbot.h"
#include "..\Aimbot\Autowall.h"
#include "..\Aimbot\LagComp.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\ICvar.h"
#include "../../SDK/CEntity.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\Hitboxes.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\Utils\Math.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
Resolver g_Resolver;

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    if (pEnt == Globals::LocalPlayer) {
        pEnt->ClientAnimations(true);
        auto player_animation_state = pEnt->AnimState();
        player_animation_state->m_flLeanAmount = 20;
        player_animation_state->m_flCurrentTorsoYaw += 15;
        pEnt->UpdateClientAnimation();
        pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));
        pEnt->ClientAnimations(false);
    }
    else {
        auto player_index = pEnt->EntIndex() - 1;

        pEnt->ClientAnimations(true);

        auto old_curtime = g_pGlobalVars->curtime;
        auto old_frametime = g_pGlobalVars->frametime;

        g_pGlobalVars->curtime = pEnt->GetSimulationTime();
        g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;

        auto player_animation_state = pEnt->AnimState();
        auto player_model_time = reinterpret_cast<int*>(player_animation_state + 112);
        if (player_animation_state != nullptr && player_model_time != nullptr)
            if (*player_model_time == g_pGlobalVars->framecount)
                * player_model_time = g_pGlobalVars->framecount - 1;


        pEnt->UpdateClientAnimation();

        g_pGlobalVars->curtime = old_curtime;
        g_pGlobalVars->frametime = old_frametime;

        //pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));

        pEnt->ClientAnimations(false);
    }

}

void enemy_anim_fix(C_BaseEntity* entity)
{
    auto state = entity->AnimState(); if (!state) return;
    auto index = entity->EntIndex();
    static float sim_time[65];

    if (sim_time[index] != entity->GetSimulationTime())
    {
        const float curtime = g_pGlobalVars->curtime;
        const float frametime = g_pGlobalVars->frametime;
        static auto host_timescale = g_pCvar->FindVar(("host_timescale"));

        g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick * host_timescale->GetFloat();
        g_pGlobalVars->curtime = entity->GetSimulationTime() + g_pGlobalVars->intervalPerTick;

        Vector backup_velocity = entity->GetVelocity();

        int backup_flags = entity->GetFlags();
        Vector abs = entity->GetAbsAngles();

        AnimationLayer backup_layers[15];
        std::memcpy(backup_layers, entity->AnimOverlays(), (sizeof(AnimationLayer) * 15));

        state->m_bOnGround ? backup_flags |= (1 << 0) : backup_flags &= ~(1 << 0);

        backup_flags &= ~0x1000;

        abs = entity->GetVelocity();
        abs = entity->GetVelocity();

        if (state->m_iLastClientSideAnimationUpdateFramecount == g_pGlobalVars->framecount)
            state->m_iLastClientSideAnimationUpdateFramecount = g_pGlobalVars->framecount - 1;

        entity->UpdateClientAnimation();
        float lby_delta = entity->GetLowerBodyYaw() - entity->GetEyeAngles().y;
        lby_delta = std::remainderf(lby_delta, 360.f);
        lby_delta = std::clamp(lby_delta, -60.f, 60.f);

        float feet_yaw = std::remainderf(entity->GetEyeAngles().y + lby_delta, 360.f);

        if (feet_yaw < 0.f) {
            feet_yaw += 360.f;
        }

        static float pitch, yaw = 0.f;

        entity->AnimState()->m_flGoalFeetYaw = entity->AnimState()->m_flCurrentFeetYaw = feet_yaw;

        std::memcpy(entity->AnimOverlays(), backup_layers, (sizeof(AnimationLayer) * 15));

        g_pGlobalVars->curtime = curtime;
        g_pGlobalVars->frametime = frametime;
        sim_time[index] = entity->GetSimulationTime();
    }

    // entity->InvalidateBoneCache();
    entity->SetupBones(nullptr, -1, 0x7FF00, g_pGlobalVars->curtime);
}

float flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float ApproachAngle(float target, float value, float speed)
{
    target = flAngleMod(target);
    value = flAngleMod(value);

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180)
        delta += 360;
    else if (delta > 180)
        delta -= 360;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}
/*


*/

float fl_approach_angle(float fl_target, float fl_value, float fl_speed)
{
    auto fl_angle_mod = [](float fl_angle) -> float
    {
        return ((360.0f / 65536.0f) * ((int32_t)(fl_angle * (65536.0f / 360.0f)) & 65535));
    };

    float fl_adjusted_speed = fl_speed;

    if (fl_adjusted_speed < 0.0f)
        fl_adjusted_speed *= -1.0f;

    float fl_angle_mod_target = fl_angle_mod(fl_target);
    float fl_angle_mod_value = fl_angle_mod(fl_value);

    float fl_delta = (fl_angle_mod_target - fl_angle_mod_value);

    if (fl_delta >= -180.0f)
    {
        if (fl_delta >= 180.0f)
            fl_delta -= 360.0f;
    }
    else
    {
        if (fl_delta <= -180.0f)
            fl_delta += 360.0f;
    }

    float fl_return;

    if (fl_delta <= fl_adjusted_speed)
    {
        if ((fl_adjusted_speed * -1.0f) <= fl_delta)
            fl_return = fl_angle_mod_target;
        else
            fl_return = (fl_angle_mod_value - fl_adjusted_speed);
    }
    else
        fl_return = (fl_angle_mod_value + fl_adjusted_speed);

    return fl_return;
}

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

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

    return yaw;
}

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

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

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

float server_goal_feet_yaw(C_BaseEntity* entity)
{
    auto animstate = entity->AnimState();

    if (!animstate)
        return 0.f;

    auto ground_fraction = *(float*)(animstate + 0x11C);
    auto duck_ammount = *(float*)(animstate + 0xA4);
    auto ducking_speed = max(0.f, min(1.f, *reinterpret_cast<float*> (animstate + 0xFC)));
    auto running_speed = max(0.f, min(*reinterpret_cast<float*> (animstate + 0xF8), 1.f));

    auto abs_velocity = *reinterpret_cast<Vector*> (uintptr_t(entity) + 0x94);

    auto speed = std::fmin(abs_velocity.Length2D(), 260.0f);

    auto goal_feet_yaw = animstate->m_flGoalFeetYaw;

    auto angle_diff = [](float destAngle, float srcAngle) -> float
    {
        auto delta = 0.f;

        delta = fmodf(destAngle - srcAngle, 360.0f);

        if (destAngle > srcAngle)
        {
            if (delta >= 180)
                delta -= 360;
        }
        else
        {
            if (delta <= -180)
                delta += 360;
        }

        return delta;
    };

    auto eye_feet_delta = angle_diff(animstate->m_flEyeYaw, goal_feet_yaw);

    auto flYawModifier = (((ground_fraction * -0.3f) - 0.2f) * running_speed) + 1.0f;

    if (duck_ammount > 0.0f)
        flYawModifier = flYawModifier + ((duck_ammount * ducking_speed) * (0.5f - flYawModifier));

    auto flMaxYawModifier = flYawModifier * 58.f;
    auto flMinYawModifier = flYawModifier * -58.f;

    if (eye_feet_delta <= flMaxYawModifier)
    {
        if (flMinYawModifier > eye_feet_delta)
            goal_feet_yaw = fabs(flMinYawModifier) + animstate->m_flEyeYaw;
    }
    else
        goal_feet_yaw = animstate->m_flEyeYaw - fabs(flMaxYawModifier);

    if (goal_feet_yaw > 5000 || goal_feet_yaw < -5000)
        return 0.f;

    g_Math.NormalizeYaw(goal_feet_yaw);

    if (speed > 0.1f || fabs(abs_velocity.z) > 100.0f)
    {
        goal_feet_yaw = fl_approach_angle(
            animstate->m_flEyeYaw,
            goal_feet_yaw,
            ((ground_fraction * 20.0f) + 30.0f)
            * animstate->m_flLastClientSideAnimationUpdateTime);
    }
    else
    {
        goal_feet_yaw = fl_approach_angle(
            entity->GetLowerBodyYaw(),
            goal_feet_yaw,
            animstate->m_flLastClientSideAnimationUpdateTime * 100.0f);
    }

    if (goal_feet_yaw > 5000 || goal_feet_yaw < -5000)
        return 0.f;

    g_Math.NormalizeYaw(goal_feet_yaw);

    return goal_feet_yaw;
}

void update_state(C_AnimState * state, Vector angles) {
    using Fn = void(__vectorcall*)(void*, void*, float, float, float, void*);
    static auto fn = reinterpret_cast<Fn>(Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 F3 0F 11 54 24"));
    fn(state, nullptr, 0.0f, angles[1], angles[0], nullptr);
}

void HandleBackUpResolve(C_BaseEntity * pEnt) {

    if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
        return;

    const auto player_animation_state = pEnt->AnimState();

    if (!player_animation_state)
        return;

    if (Globals::MissedShots[pEnt->EntIndex()] > 2) {
        switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
        case 0: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 45; break;
        case 1: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 45; break;
        case 2: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 30; break;
        case 3: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 30; break;
        }
    }
    else {

        float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime);

        auto v48 = 0.f;

        if (player_animation_state->m_flFeetSpeedForwardsOrSideWays >= 0.0f)
        {
            v48 = fminf(player_animation_state->m_flFeetSpeedForwardsOrSideWays, 1.0f);
        }
        else
        {
            v48 = 0.0f;
        }

        float v49 = ((player_animation_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v48;

        float flYawModifier = v49 + 1.0;

        if (player_animation_state->m_fDuckAmount > 0.0)
        {
            float v53 = 0.0f;

            if (player_animation_state->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
            {
                v53 = fminf(player_animation_state->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
            }
            else
            {
                v53 = 0.0f;
            }
        }

        float flMaxYawModifier = player_animation_state->pad10[516] * flYawModifier;
        float flMinYawModifier = player_animation_state->pad10[512] * flYawModifier;

        float newFeetYaw = 0.f;

        auto eyeYaw = player_animation_state->m_flEyeYaw;

        auto lbyYaw = player_animation_state->m_flGoalFeetYaw;

        float eye_feet_delta = fabs(eyeYaw - lbyYaw);

        if (eye_feet_delta <= flMaxYawModifier)
        {
            if (flMinYawModifier > eye_feet_delta)
            {
                newFeetYaw = fabs(flMinYawModifier) + eyeYaw;
            }
        }
        else
        {
            newFeetYaw = eyeYaw - fabs(flMaxYawModifier);
        }

        float v136 = fmod(newFeetYaw, 360.0);

        if (v136 > 180.0)
        {
            v136 = v136 - 360.0;
        }

        if (v136 < 180.0)
        {
            v136 = v136 + 360.0;
        }

        player_animation_state->m_flGoalFeetYaw = v136;
    }
    /*static int stored_yaw = 0;

    if (pEnt->GetEyeAnglesPointer()->y != stored_yaw) {
        if ((pEnt->GetEyeAnglesPointer()->y - stored_yaw > 120)) { // Arbitrary high angle value.
            if (pEnt->GetEyeAnglesPointer()->y - stored_yaw > 120) {
                pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y - (pEnt->GetEyeAnglesPointer()->y - stored_yaw);
            }

            stored_yaw = pEnt->GetEyeAnglesPointer()->y;
        }
    }*/
    //if (pEnt->GetVelocity().Length2D() > 0.1f)
    //{
    //    player_animation_state->m_flGoalFeetYaw = ApproachAngle(pEnt->GetLowerBodyYaw(), player_animation_state->m_flGoalFeetYaw, (player_animation_state->m_flStopToFullRunningFraction * 20.0f) + 30.0f *player_animation_state->m_flLastClientSideAnimationUpdateTime);
    //}
    //else
    //{
    //    player_animation_state->m_flGoalFeetYaw = ApproachAngle(pEnt->GetLowerBodyYaw(), player_animation_state->m_flGoalFeetYaw, (m_flLastClientSideAnimationUpdateTimeDelta * 100.0f));
    //}
    //if (Globals::MissedShots[pEnt->EntIndex()] > 3) {
    //    switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
    //    case 0: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y + 45; break;
    //    case 1: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y - 45; break;
    //    case 2: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y - 30; break;
    //    case 3: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y + 30; break;
    //    }
    //}
}

void HandleHits(C_BaseEntity * pEnt)
{
    auto NetChannel = g_pEngine->GetNetChannelInfo();

    if (!NetChannel)
        return;

    static float predTime[65];
    static bool init[65];


    if (Globals::Shot[pEnt->EntIndex()])
    {
        if (init[pEnt->EntIndex()])
        {
            g_Resolver.pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;
            predTime[pEnt->EntIndex()] = g_pGlobalVars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(g_pEngine->GetNetChannel()->m_nChokedPackets);
            init[pEnt->EntIndex()] = false;
        }

        if (g_pGlobalVars->curtime > predTime[pEnt->EntIndex()] && !Globals::Hit[pEnt->EntIndex()])
        {
            Globals::MissedShots[pEnt->EntIndex()] += 1;
            Globals::Shot[pEnt->EntIndex()] = false;
        }
        else if (g_pGlobalVars->curtime <= predTime[pEnt->EntIndex()] && Globals::Hit[pEnt->EntIndex()])
            Globals::Shot[pEnt->EntIndex()] = false;

    }
    else
        init[pEnt->EntIndex()] = true;

    Globals::Hit[pEnt->EntIndex()] = false;
}

#include "../../SDK/CEntity.h"

void resolve(C_BaseEntity* ent)
{
    if (!c_config::get().aimbot_resolver1)
        return;

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

    if (ent != Globals::LocalPlayer)
        enemy_anim_fix(ent);

    auto animState = ent->AnimState();

    static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
        Vector delta = a - b;
        float delta_length = delta.Length();

        if (delta_length <= min_delta) {
            Vector result;
            if (-min_delta <= delta_length) {
                return a;
            }
            else {
                float iradius = 1.0f / (delta_length + FLT_EPSILON);
                return b - ((delta * iradius) * min_delta);
            }
        }
        else {
            float iradius = 1.0f / (delta_length + FLT_EPSILON);
            return b + ((delta * iradius) * min_delta);
        }
    };
    float v25;
    v25 = std::clamp(animState->m_fLandingDuckAdditiveSomething + ent->m_flDuckAmount(), 1.0f, 0.0f);
    float v32;
    v32 = ent->GetSimulationTime() - ent->GetOldSimulationTime();
    float v26 = animState->m_fDuckAmount;
    float v27 = v32 * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    Vector velocity = ent->GetVelocity();
    float flDuckAmount = std::clamp(v28, 1.0f, 0.0f);

    Vector animationVelocity = GetSmoothedVelocity(v32 * 2000.0f, velocity, animState->m_flVelocity());
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = (WeaponInfo_t*)Globals::LocalPlayer->GetActiveWeapon();

    float flMaxMovementSpeed = 260.0f;
    if (weapon) {
        flMaxMovementSpeed = std::fmaxf(weapon->max_speed, 0.001f);
    }

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((*(float*)(uintptr_t(animState) + 0x11c) * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = std::clamp(flDuckingSpeed, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

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

    float flEyeYaw = ent->GetEyeAngles().y;
    float flEyeDiff = std::remainderf(flEyeYaw - g_Resolver.resolverinfoo.fakegoalfeetyaw, 360.f);

    if (flEyeDiff <= m_flMaxBodyYaw) {
        if (m_flMinBodyYaw > flEyeDiff)
            g_Resolver.resolverinfoo.fakegoalfeetyaw = fabs(m_flMinBodyYaw) + flEyeYaw;
    }
    else {
        g_Resolver.resolverinfoo.fakegoalfeetyaw = flEyeYaw - fabs(m_flMaxBodyYaw);
    }

    g_Resolver.resolverinfoo.fakegoalfeetyaw = std::remainderf(g_Resolver.resolverinfoo.fakegoalfeetyaw, 360.f);

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        g_Resolver.resolverinfoo.fakegoalfeetyaw = g_Resolver.approach_angle(
            flEyeYaw,
            g_Resolver.resolverinfoo.fakegoalfeetyaw,
            ((*(float*)(uintptr_t(animState) + 0x11c) * 20.0f) + 30.0f)
            * v32);
    }
    else {
        g_Resolver.resolverinfoo.fakegoalfeetyaw = g_Resolver.approach_angle(
            ent->GetLowerBodyYaw(),
            g_Resolver.resolverinfoo.fakegoalfeetyaw,
            v32 * 100.0f);
    }

    float Left = flEyeYaw - m_flMinBodyYaw;
    float Right = flEyeYaw - m_flMaxBodyYaw;

    float resolveYaw;
    switch (Globals::MissedShots[ent->EntIndex()] % 2)
    {
    case 0:
        resolveYaw = Left;
        break;
    case 1:
        resolveYaw = Right;
        break;
    }
    animState->m_flGoalFeetYaw = resolveYaw;
}

void Resolver::OnCreateMove() // cancer v2
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

    if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->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 == Globals::LocalPlayer
            || pPlayerEntity->GetTeam() == Globals::LocalPlayer->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(Globals::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = Globals::LocalPlayer->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;
            }
        }
    }
}

void Resolver::FrameStage(ClientFrameStage_t stage) {

    if (!Globals::LocalPlayer || !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)
        {
            HandleHits(pPlayerEntity);
            AnimationFix(pPlayerEntity);


        }

        if (stage == FRAME_NET_UPDATE_POSTDATAUPDATE_START) {
            HandleBackUpResolve(pPlayerEntity);
        }

        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != Globals::LocalPlayer)
        {
            auto VarMap = reinterpret_cast<uintptr_t>(pPlayerEntity) + 36;
            auto VarMapSize = *reinterpret_cast<int*>(VarMap + 20);

            for (auto index = 0; index < VarMapSize; index++)
                * reinterpret_cast<uintptr_t*>(*reinterpret_cast<uintptr_t*>(VarMap) + index * 12) = 0;
        }

        wasDormant[i] = false;
    }
}
C++:
#include "c_resolver.h"
#include "../utils/math.h"
#include "c_aimhelper.h"
#include "c_trace_system.h"
#include "../sdk/c_client_entity_list.h"
#include <random>
#include "c_esp.h"

c_resolver resolver;



void c_resolver::resolve(c_animation_system::animation* anim, c_base_entity* entity, c_cs_player* local, c_engine_client* engine, c_animation_system* data)
{

    struct CFeetData
    {
        int m_fFlags;

        c_qangle m_angEyeAngles;

        float m_flDuckAmount;
        float m_flLowerBodyYawTarget;
        float m_flFeetCycle;
        float m_flFeetYawRate;
    };

    struct CResolverData
    {
        bool m_bLeftDormancy;

        c_animation_system m_aAnimationLayers[13];

        float m_flFeetCycle;
        float m_flFeetYawRate;
        float m_flDuckAmount;

        c_qangle m_angEyeAngles;

        c_vector3d m_vecVelocity;
        int m_nChoked;
    };

    struct CAnimationData
    {
        float m_flLeftAngle;
        float m_flRightAngle;

        bool m_bForcedVelocity;
    };


    CFeetData m_FeetData;

    local->set_abs_origin(local->get_origin());

    if (local->flags::on_ground)
    {
        local->get_anim_state()->on_ground = true;
        local->get_anim_state()->in_hit_ground_animation = false;
    }

  if (!local)
    {
        local->get_anim_state()->feet_cycle = local->get_anim_state()->feet_cycle;
        local->get_anim_state()->feet_yaw_rate = local->get_anim_state()->feet_yaw_rate;
    }

  float m_flBruteAngle;

    if (!local)
    {
        int m_iside;
        if (m_iside)
        {
            if (m_iside > 0)
            {
                if (!local)
                    m_flBruteAngle = 60.f;
            }
            else if (m_iside < 0)
            {
                if (!local)
                    m_flBruteAngle + 60.f;
            }
        }
    }
}



void c_resolver::on_player_hurt(c_game_event* event)
{
    if (!event || !config->Ragebot.enable)
        return;

    auto local = c_cs_player::get_local_player();

    if (!local || !local->is_alive())
        return;

    const auto attacker = client_entity_list()->get_client_entity(
        engine_client()->get_player_for_user_id(event->get_int(_("attacker"))));

    const auto target = reinterpret_cast<c_cs_player*>(client_entity_list()->get_client_entity(
        engine_client()->get_player_for_user_id(event->get_int(_("userid")))));

    if (attacker && target && attacker == local && target->is_enemy())
    {
        static const auto hit_msg = __("Hit %s in %s for %d damage");
        _rt(hit, hit_msg);
        char msg[255];

        const auto hitgroup = event->get_int("hitgroup");
        const auto dmg = event->get_int("dmg_health");

        switch (hitgroup)
        {
        case hitgroup_head:
            sprintf_s(msg, hit, target->get_info().name, _("head"), dmg);
            break;
        case hitgroup_leftleg:
        case hitgroup_rightleg:
            sprintf_s(msg, hit, target->get_info().name, _("leg"), dmg);
            break;
        case hitgroup_stomach:
            sprintf_s(msg, hit, target->get_info().name, _("stomach"), dmg);
            break;
        default:
            sprintf_s(msg, hit, target->get_info().name, _("body"), dmg);
            break;
        }

        _events.push_back(_event(msg));

        int index = target->index();
        resolver.missed_due_to_bad_resolve[index]--;
        resolver.missed_due_to_bad_resolve[index] =
            std::clamp(resolver.missed_due_to_bad_resolve[index], 0, 99);
    }

}

void c_resolver::on_bullet_impact(c_game_event* event)
{
    if (!event || !config->Ragebot.enable)
        return;

    auto local = c_cs_player::get_local_player();

    if (!local || !local->is_alive())
        return;

    const auto target = reinterpret_cast<c_cs_player*>(client_entity_list()->get_client_entity(engine_client()->get_player_for_user_id(event->get_int(_("userid")))));

    if (!target || target != local)
        return;

    c_vector3d pos(event->get_float(_("x")), event->get_float(_("y")), event->get_float(_("z")));

    // this can still be improved by a lot.
    // it doesnt account for the delay between the server, client and such.
    auto missed_due_to_spread = [&](c_vector3d pos)
    {
        c_vector3d aim_eye_pos = resolver.last_eye_pos;
        c_qangle impact_angle = math::calc_angle(aim_eye_pos, pos);

        c_vector3d forward, right, up, new_angle, end;
        math::angle_vectors(impact_angle, forward, right, up);
        math::vector_angles(forward, new_angle);

        // calculate end point of trace.
        math::angle_vectors(new_angle, end);

        if (resolver.last_shot_missed_index > 0)
        {
            if (!c_aimhelper::can_hit_hitbox(resolver.last_shot_missed_index,
                resolver.last_eye_pos,
                resolver.last_eye_pos + end.normalize() * 8192.f,
                resolver.last_bones, resolver.last_hitbox))
            {
                resolver.missed_due_to_spread[resolver.last_shot_missed_index]++;
                resolver.missed_due_to_spread[resolver.last_shot_missed_index] = std::clamp(resolver.missed_due_to_spread[resolver.last_shot_missed_index], 0, 99);

                _events.push_back(_event("Missed due to bad resolve.")); //logging->info(_("Missed due to bad resolve."));  // game events.
            }
            else
            {
                resolver.missed_due_to_bad_resolve[resolver.last_shot_missed_index]++;
                resolver.missed_due_to_bad_resolve[resolver.last_shot_missed_index] = std::clamp(resolver.missed_due_to_bad_resolve[resolver.last_shot_missed_index], 0, 99);
            }
        }
        resolver.last_shot_missed_index = 0;
    };
    missed_due_to_spread(pos);
}

void c_resolver::on_round_start(c_game_event* event)
{
    resolver.last_shot_missed_index = 0;
    resolver.has_target = false;

    std::fill(resolver.missed_due_to_bad_resolve, resolver.missed_due_to_bad_resolve +
        ARRAYSIZE(resolver.missed_due_to_bad_resolve), 0);

    std::fill(resolver.missed_due_to_spread, resolver.missed_due_to_spread +
        ARRAYSIZE(resolver.missed_due_to_spread), 0);
}

void c_resolver::on_player_death(c_game_event* event)
{
    if (!event || !config->Ragebot.enable)
        return;

    auto local = c_cs_player::get_local_player();

    if (!local || !local->is_alive())
    {
        resolver.last_shot_missed_index = 0;
        return;
    }

    int victim_id = event->get_int(_("userid"));
    int killer_id = event->get_int(_("attacker"));

    bool is_headshot = event->get_int(_("headshot"));

    int victim_index = engine_client()->get_player_for_user_id(victim_id);
    int killer_index = engine_client()->get_player_for_user_id(killer_id);

    if (victim_index && killer_index && local)
    {
        resolver.missed_due_to_bad_resolve[victim_index] = 0;
        resolver.missed_due_to_spread[victim_index] = 0;
    }
}

bool c_resolver::get_target_freestand_yaw(c_cs_player* target, float* yaw)
{
    float dmg_left = 0.f;
    float dmg_right = 0.f;

    static auto get_rotated_pos = [](c_vector3d start, float rotation, float distance)
    {
        float rad = deg2rad(rotation);
        start.x += cos(rad) * distance;
        start.y += sin(rad) * distance;

        return start;
    };

    const auto local = c_cs_player::get_local_player();

    if (!local || !target || !local->is_alive())
        return false;

    c_vector3d local_eye_pos = local->get_shoot_position();
    c_vector3d eye_pos = target->get_shoot_position();
    c_qangle angle = math::calc_angle(local_eye_pos, eye_pos);

    auto backwards = angle.y;

    c_vector3d pos_left = get_rotated_pos(eye_pos, angle.y + 90.f, 40.f);
    c_vector3d pos_right = get_rotated_pos(eye_pos, angle.y + 90.f, -40.f);

    const auto wall_left = trace_system->wall_penetration(local_eye_pos, pos_left,
        nullptr, local);

    const auto wall_right = trace_system->wall_penetration(local_eye_pos, pos_right,
        nullptr, local);

    if (wall_left.has_value())
        dmg_left = wall_left.value().damage;

    if (wall_right.has_value())
        dmg_right = wall_right.value().damage;

    // we can hit both sides, lets force backwards,cuz easier for anti aim.
    if (fabsf(dmg_left - dmg_right) < 10.f)
    {
        *yaw = backwards;
        return false;
    }

    bool direction = dmg_left > dmg_right;
    *yaw = direction ? angle.y - 90.f : angle.y + 90.f;

    return true;
}

float c_resolver::get_max_desync_delta(c_cs_player* player)
{
    if (!player || !player->is_alive() || player->is_dormant_virt())
        return 0.f;

    auto animstate = uintptr_t(player->get_anim_state());
    if (!animstate)
        return 0.f;

    float duckammount = *(float*)(animstate + 0xA4);
    float speedfraction = std::max<float>(0, std::min(*reinterpret_cast<float*>(animstate + 0xF8), 1.f));
    float speedfactor = speedfraction >= 0.f ? std::max<float>(0, std::min(1.f, *reinterpret_cast<float*> (animstate + 0xFC))) : speedfactor = 0.f;

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

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

    auto retvalue = *(float*)(animstate + 0x334) * unk2;

    if (retvalue > 1.f) // account for rounding errors
        retvalue -= 1.f;

    retvalue = std::clamp(retvalue, 28.f, 60.f);
    return retvalue;
}
напишите какой лучше 1, 2 или 3

если что, 1 и 3 полностью спащены, а 2 почти мой

критика с объяснениями принимается
 
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И желательно писать оценки по 10-ти бальной шкале
Например:
10 тапнутых крякоюзеров\10
 
main public enemy
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Ты можешь кинуть код нормально без всего .cpp файла ибо это лютая хуйня....
Первый код - пасте (причем не правильная окда)
А второй - хуйня без логики ( логика не дописана с реверса вантапа тебе этот флоат нихуя не даст)
 
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Ты можешь кинуть код нормально без всего .cpp файла ибо это лютая хуйня....
Первый код - пасте (причем не правильная окда)
А второй - хуйня без логики ( логика не дописана с реверса вантапа тебе этот флоат нихуя не даст)
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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C++:
#include "Resolver.h"
#include "..\Aimbot\Aimbot.h"
#include "..\Aimbot\Autowall.h"
#include "..\Aimbot\LagComp.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\Hitboxes.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\Utils\Math.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
#include "..\..\SDK\CEntity.h"
#include "..\..\SDK\IBaseClientDll.h"

Resolver g_Resolver;

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;
}

void BotCheck(C_BaseEntity* ent)
{

}

static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
    Vector delta = a - b;
    float delta_length = delta.Length();

    if (delta_length <= min_delta) {
        Vector result;
        if (-min_delta <= delta_length) {
            return a;
        }
        else {
            float iradius = 1.0f / (delta_length + FLT_EPSILON);
            return b - ((delta * iradius) * min_delta);
        }
    }
    else {
        float iradius = 1.0f / (delta_length + FLT_EPSILON);
        return b + ((delta * iradius) * min_delta);
    }
};

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

float ApproachAngle(float target, float value, float speed)
{
    target = (target * 182.04445f) * 0.0054931641f;
    value = (value * 182.04445f) * 0.0054931641f;

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180.0f)
        delta += 360.0f;
    else if (delta > 180.0f)
        delta -= 360.0f;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}

void proper_brute(C_BaseEntity* ent)
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

    auto animState = ent->AnimState();
    float m_flFakeGoalFeetYaw[65];
    // Rebuild setup velocity to receive flMinBodyYaw and flMaxBodyYaw
    Vector velocity = ent->GetVelocity();
    float spd = velocity.LengthSqr();
    if (spd > std::powf(1.2f * 260.0f, 2.f)) {
        Vector velocity_normalized = velocity.Normalize();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float v25 = clamp(ent->m_fDuckSpeed() + animState->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = animState->m_fDuckAmount;
    float v27 = g_pClientState->m_nChokedCommands * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    float flDuckAmount = clamp(v28, 0.0f, 1.0f);

    Vector animationVelocity = GetSmoothedVelocity(g_pClientState->m_nChokedCommands * 2000.0f, velocity, ent->GetVelocity());
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = ent->GetActiveWeapon();

    float flMaxMovementSpeed = 260.0f;
    if (weapon) {
        flMaxMovementSpeed = std::fmaxf(weapon->GetCSWpnData()->max_speed, 0.001f);
    }
    float m_flGroundFraction = *(float*)(animState + 0x11C);
    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((m_flGroundFraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = clamp(flDuckingSpeed, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    float flMinBodyYaw = std::fabsf(((float)(uintptr_t(animState) + 0x330)) * flYawModifier);
    float flMaxBodyYaw = std::fabsf(((float)(uintptr_t(animState) + 0x334)) * flYawModifier);

    float flEyeYaw = ent->GetEyeAngles().y;
    float flEyeDiff = std::remainderf(flEyeYaw - m_flFakeGoalFeetYaw[ent->EntIndex()], 360.f);

    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw > flEyeDiff)
            m_flFakeGoalFeetYaw[ent->EntIndex()] = fabs(flMinBodyYaw) + flEyeYaw;
    }
    else {
        m_flFakeGoalFeetYaw[ent->EntIndex()] = flEyeYaw - fabs(flMaxBodyYaw);
    }

    m_flFakeGoalFeetYaw[ent->EntIndex()] = std::remainderf(m_flFakeGoalFeetYaw[ent->EntIndex()], 360.f);

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        m_flFakeGoalFeetYaw[ent->EntIndex()] = ApproachAngle(
            flEyeYaw,
            m_flFakeGoalFeetYaw[ent->EntIndex()],
            ((m_flGroundFraction * 20.0f) + 30.0f)
            * g_pClientState->m_nChokedCommands);
    }
    else {
        m_flFakeGoalFeetYaw[ent->EntIndex()] = ApproachAngle(
            ent->GetLowerBodyYaw(),
            m_flFakeGoalFeetYaw[ent->EntIndex()],
            g_pClientState->m_nChokedCommands * 100.0f);
    }

    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;

    float resolveYaw;

    switch (Globals::MissedShots[ent->EntIndex()] % 3) {
    case 0: // brute left side
        resolveYaw = Left;
        break;
    case 1: // brute fake side
        resolveYaw = m_flFakeGoalFeetYaw[ent->EntIndex()];
        break;
    case 2: // brute right side
        resolveYaw = Right;
        break;
    default:
        break;
    }

    animState->m_flGoalFeetYaw = resolveYaw;
}

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    if (!pEnt || !pEnt->IsAlive() || pEnt == Globals::LocalPlayer || pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
        return;

    if (!Globals::LocalPlayer || !Globals::LocalPlayer->IsAlive() || !Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->GetActiveWeapon()->GetAmmo() == 0)
        return;

    float* PosParams = (float*)((uintptr_t)pEnt + 0x2774);
    auto* AnimState = pEnt->AnimState();
    if (!AnimState || !pEnt->AnimOverlays() || !PosParams)
        return;

    // backup
    const float curtime = g_pGlobalVars->curtime;
    const float frametime = g_pGlobalVars->frametime;

    g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;
    g_pGlobalVars->curtime = pEnt->GetSimulationTime();

    int backup_eflags = pEnt->m_iEFlags();

    // SetLocalVelocity
    pEnt->m_iEFlags() &= ~0x1000; // InvalidatePhysicsRecursive(VELOCITY_CHANGED); EFL_DIRTY_ABSVELOCITY = 0x1000
    pEnt->SetAbsVelocity(pEnt->GetVelocity());

    // invalidates prior animations
    if (AnimState->m_iLastClientSideAnimationUpdateFramecount == g_pGlobalVars->framecount)
        AnimState->m_iLastClientSideAnimationUpdateFramecount = g_pGlobalVars->framecount - 1;

    pEnt->ClientAnimations(true);

    // updates local animations + poses + calculates new abs angle based on eyeangles and other stuff
    // call resolver
    proper_brute(pEnt);
    pEnt->UpdateClientAnimation();

    pEnt->ClientAnimations(false);

    // restore
    pEnt->m_iEFlags() = backup_eflags;

    g_pGlobalVars->curtime = curtime;
    g_pGlobalVars->frametime = frametime;

    pEnt->InvalidateBoneCache();
    pEnt->SetupBones(nullptr, -1, 0x7FF00, g_pGlobalVars->curtime);
}

void HandleHits(C_BaseEntity* pEnt)
{
    auto NetChannel = g_pEngine->GetNetChannelInfo();

    if (!NetChannel)
        return;

    static float predTime[65];
    static bool init[65];

    if (Globals::Shot[pEnt->EntIndex()])
    {
        if (init[pEnt->EntIndex()])
        {
            g_Resolver.pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;
            predTime[pEnt->EntIndex()] = g_pGlobalVars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(g_pEngine->GetNetChannel()->m_nChokedPackets);
            init[pEnt->EntIndex()] = false;
        }

        if (g_pGlobalVars->curtime > predTime[pEnt->EntIndex()] && !Globals::Hit[pEnt->EntIndex()])
        {
            Globals::MissedShots[pEnt->EntIndex()] += 1;
            Globals::Shot[pEnt->EntIndex()] = false;
        }
        else if (g_pGlobalVars->curtime <= predTime[pEnt->EntIndex()] && Globals::Hit[pEnt->EntIndex()])
            Globals::Shot[pEnt->EntIndex()] = false;

    }
    else
        init[pEnt->EntIndex()] = true;

    Globals::Hit[pEnt->EntIndex()] = false;
}

void Resolver::OnCreateMove() // cancer v2
{
    if (!c_config::get().aimbot_resolver)
        return;

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

    if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->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 == Globals::LocalPlayer
            || pPlayerEntity->GetTeam() == Globals::LocalPlayer->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(Globals::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = Globals::LocalPlayer->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;
            }
        }
    }
}

void Resolver::FrameStage(ClientFrameStage_t stage)
{
    if (!Globals::LocalPlayer || !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)
        {
            HandleHits(pPlayerEntity);
            proper_brute(pPlayerEntity);
            AnimationFix(pPlayerEntity);
        }

        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != Globals::LocalPlayer)
        {
            auto VarMap = reinterpret_cast<uintptr_t>(pPlayerEntity) + 36;
            auto VarMapSize = *reinterpret_cast<int*>(VarMap + 20);

            for (auto index = 0; index < VarMapSize; index++)
                *reinterpret_cast<uintptr_t*>(*reinterpret_cast<uintptr_t*>(VarMap) + index * 12) = 0;
        }

        wasDormant[i] = false;
    }//
}
Код:
#include "Resolver.h"
#include "..\Aimbot\Aimbot.h"
#include "..\Aimbot\Autowall.h"
#include "..\Aimbot\LagComp.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\ICvar.h"
#include "../../SDK/CEntity.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\Hitboxes.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\Utils\Math.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
Resolver g_Resolver;

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    if (pEnt == Globals::LocalPlayer) {
        pEnt->ClientAnimations(true);
        auto player_animation_state = pEnt->AnimState();
        player_animation_state->m_flLeanAmount = 20;
        player_animation_state->m_flCurrentTorsoYaw += 15;
        pEnt->UpdateClientAnimation();
        pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));
        pEnt->ClientAnimations(false);
    }
    else {
        auto player_index = pEnt->EntIndex() - 1;

        pEnt->ClientAnimations(true);

        auto old_curtime = g_pGlobalVars->curtime;
        auto old_frametime = g_pGlobalVars->frametime;

        g_pGlobalVars->curtime = pEnt->GetSimulationTime();
        g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick;

        auto player_animation_state = pEnt->AnimState();
        auto player_model_time = reinterpret_cast<int*>(player_animation_state + 112);
        if (player_animation_state != nullptr && player_model_time != nullptr)
            if (*player_model_time == g_pGlobalVars->framecount)
                * player_model_time = g_pGlobalVars->framecount - 1;


        pEnt->UpdateClientAnimation();

        g_pGlobalVars->curtime = old_curtime;
        g_pGlobalVars->frametime = old_frametime;

        //pEnt->SetAbsAngles(Vector(0, player_animation_state->m_flGoalFeetYaw, 0));

        pEnt->ClientAnimations(false);
    }

}

void enemy_anim_fix(C_BaseEntity* entity)
{
    auto state = entity->AnimState(); if (!state) return;
    auto index = entity->EntIndex();
    static float sim_time[65];

    if (sim_time[index] != entity->GetSimulationTime())
    {
        const float curtime = g_pGlobalVars->curtime;
        const float frametime = g_pGlobalVars->frametime;
        static auto host_timescale = g_pCvar->FindVar(("host_timescale"));

        g_pGlobalVars->frametime = g_pGlobalVars->intervalPerTick * host_timescale->GetFloat();
        g_pGlobalVars->curtime = entity->GetSimulationTime() + g_pGlobalVars->intervalPerTick;

        Vector backup_velocity = entity->GetVelocity();

        int backup_flags = entity->GetFlags();
        Vector abs = entity->GetAbsAngles();

        AnimationLayer backup_layers[15];
        std::memcpy(backup_layers, entity->AnimOverlays(), (sizeof(AnimationLayer) * 15));

        state->m_bOnGround ? backup_flags |= (1 << 0) : backup_flags &= ~(1 << 0);

        backup_flags &= ~0x1000;

        abs = entity->GetVelocity();
        abs = entity->GetVelocity();

        if (state->m_iLastClientSideAnimationUpdateFramecount == g_pGlobalVars->framecount)
            state->m_iLastClientSideAnimationUpdateFramecount = g_pGlobalVars->framecount - 1;

        entity->UpdateClientAnimation();
        float lby_delta = entity->GetLowerBodyYaw() - entity->GetEyeAngles().y;
        lby_delta = std::remainderf(lby_delta, 360.f);
        lby_delta = std::clamp(lby_delta, -60.f, 60.f);

        float feet_yaw = std::remainderf(entity->GetEyeAngles().y + lby_delta, 360.f);

        if (feet_yaw < 0.f) {
            feet_yaw += 360.f;
        }

        static float pitch, yaw = 0.f;

        entity->AnimState()->m_flGoalFeetYaw = entity->AnimState()->m_flCurrentFeetYaw = feet_yaw;

        std::memcpy(entity->AnimOverlays(), backup_layers, (sizeof(AnimationLayer) * 15));

        g_pGlobalVars->curtime = curtime;
        g_pGlobalVars->frametime = frametime;
        sim_time[index] = entity->GetSimulationTime();
    }

    // entity->InvalidateBoneCache();
    entity->SetupBones(nullptr, -1, 0x7FF00, g_pGlobalVars->curtime);
}

float flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float ApproachAngle(float target, float value, float speed)
{
    target = flAngleMod(target);
    value = flAngleMod(value);

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180)
        delta += 360;
    else if (delta > 180)
        delta -= 360;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}
/*


*/

float fl_approach_angle(float fl_target, float fl_value, float fl_speed)
{
    auto fl_angle_mod = [](float fl_angle) -> float
    {
        return ((360.0f / 65536.0f) * ((int32_t)(fl_angle * (65536.0f / 360.0f)) & 65535));
    };

    float fl_adjusted_speed = fl_speed;

    if (fl_adjusted_speed < 0.0f)
        fl_adjusted_speed *= -1.0f;

    float fl_angle_mod_target = fl_angle_mod(fl_target);
    float fl_angle_mod_value = fl_angle_mod(fl_value);

    float fl_delta = (fl_angle_mod_target - fl_angle_mod_value);

    if (fl_delta >= -180.0f)
    {
        if (fl_delta >= 180.0f)
            fl_delta -= 360.0f;
    }
    else
    {
        if (fl_delta <= -180.0f)
            fl_delta += 360.0f;
    }

    float fl_return;

    if (fl_delta <= fl_adjusted_speed)
    {
        if ((fl_adjusted_speed * -1.0f) <= fl_delta)
            fl_return = fl_angle_mod_target;
        else
            fl_return = (fl_angle_mod_value - fl_adjusted_speed);
    }
    else
        fl_return = (fl_angle_mod_value + fl_adjusted_speed);

    return fl_return;
}

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

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

    return yaw;
}

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

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

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

float server_goal_feet_yaw(C_BaseEntity* entity)
{
    auto animstate = entity->AnimState();

    if (!animstate)
        return 0.f;

    auto ground_fraction = *(float*)(animstate + 0x11C);
    auto duck_ammount = *(float*)(animstate + 0xA4);
    auto ducking_speed = max(0.f, min(1.f, *reinterpret_cast<float*> (animstate + 0xFC)));
    auto running_speed = max(0.f, min(*reinterpret_cast<float*> (animstate + 0xF8), 1.f));

    auto abs_velocity = *reinterpret_cast<Vector*> (uintptr_t(entity) + 0x94);

    auto speed = std::fmin(abs_velocity.Length2D(), 260.0f);

    auto goal_feet_yaw = animstate->m_flGoalFeetYaw;

    auto angle_diff = [](float destAngle, float srcAngle) -> float
    {
        auto delta = 0.f;

        delta = fmodf(destAngle - srcAngle, 360.0f);

        if (destAngle > srcAngle)
        {
            if (delta >= 180)
                delta -= 360;
        }
        else
        {
            if (delta <= -180)
                delta += 360;
        }

        return delta;
    };

    auto eye_feet_delta = angle_diff(animstate->m_flEyeYaw, goal_feet_yaw);

    auto flYawModifier = (((ground_fraction * -0.3f) - 0.2f) * running_speed) + 1.0f;

    if (duck_ammount > 0.0f)
        flYawModifier = flYawModifier + ((duck_ammount * ducking_speed) * (0.5f - flYawModifier));

    auto flMaxYawModifier = flYawModifier * 58.f;
    auto flMinYawModifier = flYawModifier * -58.f;

    if (eye_feet_delta <= flMaxYawModifier)
    {
        if (flMinYawModifier > eye_feet_delta)
            goal_feet_yaw = fabs(flMinYawModifier) + animstate->m_flEyeYaw;
    }
    else
        goal_feet_yaw = animstate->m_flEyeYaw - fabs(flMaxYawModifier);

    if (goal_feet_yaw > 5000 || goal_feet_yaw < -5000)
        return 0.f;

    g_Math.NormalizeYaw(goal_feet_yaw);

    if (speed > 0.1f || fabs(abs_velocity.z) > 100.0f)
    {
        goal_feet_yaw = fl_approach_angle(
            animstate->m_flEyeYaw,
            goal_feet_yaw,
            ((ground_fraction * 20.0f) + 30.0f)
            * animstate->m_flLastClientSideAnimationUpdateTime);
    }
    else
    {
        goal_feet_yaw = fl_approach_angle(
            entity->GetLowerBodyYaw(),
            goal_feet_yaw,
            animstate->m_flLastClientSideAnimationUpdateTime * 100.0f);
    }

    if (goal_feet_yaw > 5000 || goal_feet_yaw < -5000)
        return 0.f;

    g_Math.NormalizeYaw(goal_feet_yaw);

    return goal_feet_yaw;
}

void update_state(C_AnimState * state, Vector angles) {
    using Fn = void(__vectorcall*)(void*, void*, float, float, float, void*);
    static auto fn = reinterpret_cast<Fn>(Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 F3 0F 11 54 24"));
    fn(state, nullptr, 0.0f, angles[1], angles[0], nullptr);
}

void HandleBackUpResolve(C_BaseEntity * pEnt) {

    if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
        return;

    const auto player_animation_state = pEnt->AnimState();

    if (!player_animation_state)
        return;

    if (Globals::MissedShots[pEnt->EntIndex()] > 2) {
        switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
        case 0: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 45; break;
        case 1: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 45; break;
        case 2: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 30; break;
        case 3: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 30; break;
        }
    }
    else {

        float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime);

        auto v48 = 0.f;

        if (player_animation_state->m_flFeetSpeedForwardsOrSideWays >= 0.0f)
        {
            v48 = fminf(player_animation_state->m_flFeetSpeedForwardsOrSideWays, 1.0f);
        }
        else
        {
            v48 = 0.0f;
        }

        float v49 = ((player_animation_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v48;

        float flYawModifier = v49 + 1.0;

        if (player_animation_state->m_fDuckAmount > 0.0)
        {
            float v53 = 0.0f;

            if (player_animation_state->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
            {
                v53 = fminf(player_animation_state->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
            }
            else
            {
                v53 = 0.0f;
            }
        }

        float flMaxYawModifier = player_animation_state->pad10[516] * flYawModifier;
        float flMinYawModifier = player_animation_state->pad10[512] * flYawModifier;

        float newFeetYaw = 0.f;

        auto eyeYaw = player_animation_state->m_flEyeYaw;

        auto lbyYaw = player_animation_state->m_flGoalFeetYaw;

        float eye_feet_delta = fabs(eyeYaw - lbyYaw);

        if (eye_feet_delta <= flMaxYawModifier)
        {
            if (flMinYawModifier > eye_feet_delta)
            {
                newFeetYaw = fabs(flMinYawModifier) + eyeYaw;
            }
        }
        else
        {
            newFeetYaw = eyeYaw - fabs(flMaxYawModifier);
        }

        float v136 = fmod(newFeetYaw, 360.0);

        if (v136 > 180.0)
        {
            v136 = v136 - 360.0;
        }

        if (v136 < 180.0)
        {
            v136 = v136 + 360.0;
        }

        player_animation_state->m_flGoalFeetYaw = v136;
    }
    /*static int stored_yaw = 0;

    if (pEnt->GetEyeAnglesPointer()->y != stored_yaw) {
        if ((pEnt->GetEyeAnglesPointer()->y - stored_yaw > 120)) { // Arbitrary high angle value.
            if (pEnt->GetEyeAnglesPointer()->y - stored_yaw > 120) {
                pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y - (pEnt->GetEyeAnglesPointer()->y - stored_yaw);
            }

            stored_yaw = pEnt->GetEyeAnglesPointer()->y;
        }
    }*/
    //if (pEnt->GetVelocity().Length2D() > 0.1f)
    //{
    //    player_animation_state->m_flGoalFeetYaw = ApproachAngle(pEnt->GetLowerBodyYaw(), player_animation_state->m_flGoalFeetYaw, (player_animation_state->m_flStopToFullRunningFraction * 20.0f) + 30.0f *player_animation_state->m_flLastClientSideAnimationUpdateTime);
    //}
    //else
    //{
    //    player_animation_state->m_flGoalFeetYaw = ApproachAngle(pEnt->GetLowerBodyYaw(), player_animation_state->m_flGoalFeetYaw, (m_flLastClientSideAnimationUpdateTimeDelta * 100.0f));
    //}
    //if (Globals::MissedShots[pEnt->EntIndex()] > 3) {
    //    switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
    //    case 0: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y + 45; break;
    //    case 1: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y - 45; break;
    //    case 2: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y - 30; break;
    //    case 3: pEnt->GetEyeAnglesPointer()->y = pEnt->GetEyeAnglesPointer()->y + 30; break;
    //    }
    //}
}

void HandleHits(C_BaseEntity * pEnt)
{
    auto NetChannel = g_pEngine->GetNetChannelInfo();

    if (!NetChannel)
        return;

    static float predTime[65];
    static bool init[65];


    if (Globals::Shot[pEnt->EntIndex()])
    {
        if (init[pEnt->EntIndex()])
        {
            g_Resolver.pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;
            predTime[pEnt->EntIndex()] = g_pGlobalVars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(g_pEngine->GetNetChannel()->m_nChokedPackets);
            init[pEnt->EntIndex()] = false;
        }

        if (g_pGlobalVars->curtime > predTime[pEnt->EntIndex()] && !Globals::Hit[pEnt->EntIndex()])
        {
            Globals::MissedShots[pEnt->EntIndex()] += 1;
            Globals::Shot[pEnt->EntIndex()] = false;
        }
        else if (g_pGlobalVars->curtime <= predTime[pEnt->EntIndex()] && Globals::Hit[pEnt->EntIndex()])
            Globals::Shot[pEnt->EntIndex()] = false;

    }
    else
        init[pEnt->EntIndex()] = true;

    Globals::Hit[pEnt->EntIndex()] = false;
}

#include "../../SDK/CEntity.h"

void resolve(C_BaseEntity* ent)
{
    if (!c_config::get().aimbot_resolver1)
        return;

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

    if (ent != Globals::LocalPlayer)
        enemy_anim_fix(ent);

    auto animState = ent->AnimState();

    static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
        Vector delta = a - b;
        float delta_length = delta.Length();

        if (delta_length <= min_delta) {
            Vector result;
            if (-min_delta <= delta_length) {
                return a;
            }
            else {
                float iradius = 1.0f / (delta_length + FLT_EPSILON);
                return b - ((delta * iradius) * min_delta);
            }
        }
        else {
            float iradius = 1.0f / (delta_length + FLT_EPSILON);
            return b + ((delta * iradius) * min_delta);
        }
    };
    float v25;
    v25 = std::clamp(animState->m_fLandingDuckAdditiveSomething + ent->m_flDuckAmount(), 1.0f, 0.0f);
    float v32;
    v32 = ent->GetSimulationTime() - ent->GetOldSimulationTime();
    float v26 = animState->m_fDuckAmount;
    float v27 = v32 * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    Vector velocity = ent->GetVelocity();
    float flDuckAmount = std::clamp(v28, 1.0f, 0.0f);

    Vector animationVelocity = GetSmoothedVelocity(v32 * 2000.0f, velocity, animState->m_flVelocity());
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = (WeaponInfo_t*)Globals::LocalPlayer->GetActiveWeapon();

    float flMaxMovementSpeed = 260.0f;
    if (weapon) {
        flMaxMovementSpeed = std::fmaxf(weapon->max_speed, 0.001f);
    }

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((*(float*)(uintptr_t(animState) + 0x11c) * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = std::clamp(flDuckingSpeed, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

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

    float flEyeYaw = ent->GetEyeAngles().y;
    float flEyeDiff = std::remainderf(flEyeYaw - g_Resolver.resolverinfoo.fakegoalfeetyaw, 360.f);

    if (flEyeDiff <= m_flMaxBodyYaw) {
        if (m_flMinBodyYaw > flEyeDiff)
            g_Resolver.resolverinfoo.fakegoalfeetyaw = fabs(m_flMinBodyYaw) + flEyeYaw;
    }
    else {
        g_Resolver.resolverinfoo.fakegoalfeetyaw = flEyeYaw - fabs(m_flMaxBodyYaw);
    }

    g_Resolver.resolverinfoo.fakegoalfeetyaw = std::remainderf(g_Resolver.resolverinfoo.fakegoalfeetyaw, 360.f);

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        g_Resolver.resolverinfoo.fakegoalfeetyaw = g_Resolver.approach_angle(
            flEyeYaw,
            g_Resolver.resolverinfoo.fakegoalfeetyaw,
            ((*(float*)(uintptr_t(animState) + 0x11c) * 20.0f) + 30.0f)
            * v32);
    }
    else {
        g_Resolver.resolverinfoo.fakegoalfeetyaw = g_Resolver.approach_angle(
            ent->GetLowerBodyYaw(),
            g_Resolver.resolverinfoo.fakegoalfeetyaw,
            v32 * 100.0f);
    }

    float Left = flEyeYaw - m_flMinBodyYaw;
    float Right = flEyeYaw - m_flMaxBodyYaw;

    float resolveYaw;
    switch (Globals::MissedShots[ent->EntIndex()] % 2)
    {
    case 0:
        resolveYaw = Left;
        break;
    case 1:
        resolveYaw = Right;
        break;
    }
    animState->m_flGoalFeetYaw = resolveYaw;
}

void Resolver::OnCreateMove() // cancer v2
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

    if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->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 == Globals::LocalPlayer
            || pPlayerEntity->GetTeam() == Globals::LocalPlayer->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(Globals::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
            Vector ViewPoint = Globals::LocalPlayer->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;
            }
        }
    }
}

void Resolver::FrameStage(ClientFrameStage_t stage) {

    if (!Globals::LocalPlayer || !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)
        {
            HandleHits(pPlayerEntity);
            AnimationFix(pPlayerEntity);


        }

        if (stage == FRAME_NET_UPDATE_POSTDATAUPDATE_START) {
            HandleBackUpResolve(pPlayerEntity);
        }

        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != Globals::LocalPlayer)
        {
            auto VarMap = reinterpret_cast<uintptr_t>(pPlayerEntity) + 36;
            auto VarMapSize = *reinterpret_cast<int*>(VarMap + 20);

            for (auto index = 0; index < VarMapSize; index++)
                * reinterpret_cast<uintptr_t*>(*reinterpret_cast<uintptr_t*>(VarMap) + index * 12) = 0;
        }

        wasDormant[i] = false;
    }
}
C++:
#include "c_resolver.h"
#include "../utils/math.h"
#include "c_aimhelper.h"
#include "c_trace_system.h"
#include "../sdk/c_client_entity_list.h"
#include <random>
#include "c_esp.h"

c_resolver resolver;



void c_resolver::resolve(c_animation_system::animation* anim, c_base_entity* entity, c_cs_player* local, c_engine_client* engine, c_animation_system* data)
{

    struct CFeetData
    {
        int m_fFlags;

        c_qangle m_angEyeAngles;

        float m_flDuckAmount;
        float m_flLowerBodyYawTarget;
        float m_flFeetCycle;
        float m_flFeetYawRate;
    };

    struct CResolverData
    {
        bool m_bLeftDormancy;

        c_animation_system m_aAnimationLayers[13];

        float m_flFeetCycle;
        float m_flFeetYawRate;
        float m_flDuckAmount;

        c_qangle m_angEyeAngles;

        c_vector3d m_vecVelocity;
        int m_nChoked;
    };

    struct CAnimationData
    {
        float m_flLeftAngle;
        float m_flRightAngle;

        bool m_bForcedVelocity;
    };


    CFeetData m_FeetData;

    local->set_abs_origin(local->get_origin());

    if (local->flags::on_ground)
    {
        local->get_anim_state()->on_ground = true;
        local->get_anim_state()->in_hit_ground_animation = false;
    }

  if (!local)
    {
        local->get_anim_state()->feet_cycle = local->get_anim_state()->feet_cycle;
        local->get_anim_state()->feet_yaw_rate = local->get_anim_state()->feet_yaw_rate;
    }

  float m_flBruteAngle;

    if (!local)
    {
        int m_iside;
        if (m_iside)
        {
            if (m_iside > 0)
            {
                if (!local)
                    m_flBruteAngle = 60.f;
            }
            else if (m_iside < 0)
            {
                if (!local)
                    m_flBruteAngle + 60.f;
            }
        }
    }
}



void c_resolver::on_player_hurt(c_game_event* event)
{
    if (!event || !config->Ragebot.enable)
        return;

    auto local = c_cs_player::get_local_player();

    if (!local || !local->is_alive())
        return;

    const auto attacker = client_entity_list()->get_client_entity(
        engine_client()->get_player_for_user_id(event->get_int(_("attacker"))));

    const auto target = reinterpret_cast<c_cs_player*>(client_entity_list()->get_client_entity(
        engine_client()->get_player_for_user_id(event->get_int(_("userid")))));

    if (attacker && target && attacker == local && target->is_enemy())
    {
        static const auto hit_msg = __("Hit %s in %s for %d damage");
        _rt(hit, hit_msg);
        char msg[255];

        const auto hitgroup = event->get_int("hitgroup");
        const auto dmg = event->get_int("dmg_health");

        switch (hitgroup)
        {
        case hitgroup_head:
            sprintf_s(msg, hit, target->get_info().name, _("head"), dmg);
            break;
        case hitgroup_leftleg:
        case hitgroup_rightleg:
            sprintf_s(msg, hit, target->get_info().name, _("leg"), dmg);
            break;
        case hitgroup_stomach:
            sprintf_s(msg, hit, target->get_info().name, _("stomach"), dmg);
            break;
        default:
            sprintf_s(msg, hit, target->get_info().name, _("body"), dmg);
            break;
        }

        _events.push_back(_event(msg));

        int index = target->index();
        resolver.missed_due_to_bad_resolve[index]--;
        resolver.missed_due_to_bad_resolve[index] =
            std::clamp(resolver.missed_due_to_bad_resolve[index], 0, 99);
    }

}

void c_resolver::on_bullet_impact(c_game_event* event)
{
    if (!event || !config->Ragebot.enable)
        return;

    auto local = c_cs_player::get_local_player();

    if (!local || !local->is_alive())
        return;

    const auto target = reinterpret_cast<c_cs_player*>(client_entity_list()->get_client_entity(engine_client()->get_player_for_user_id(event->get_int(_("userid")))));

    if (!target || target != local)
        return;

    c_vector3d pos(event->get_float(_("x")), event->get_float(_("y")), event->get_float(_("z")));

    // this can still be improved by a lot.
    // it doesnt account for the delay between the server, client and such.
    auto missed_due_to_spread = [&](c_vector3d pos)
    {
        c_vector3d aim_eye_pos = resolver.last_eye_pos;
        c_qangle impact_angle = math::calc_angle(aim_eye_pos, pos);

        c_vector3d forward, right, up, new_angle, end;
        math::angle_vectors(impact_angle, forward, right, up);
        math::vector_angles(forward, new_angle);

        // calculate end point of trace.
        math::angle_vectors(new_angle, end);

        if (resolver.last_shot_missed_index > 0)
        {
            if (!c_aimhelper::can_hit_hitbox(resolver.last_shot_missed_index,
                resolver.last_eye_pos,
                resolver.last_eye_pos + end.normalize() * 8192.f,
                resolver.last_bones, resolver.last_hitbox))
            {
                resolver.missed_due_to_spread[resolver.last_shot_missed_index]++;
                resolver.missed_due_to_spread[resolver.last_shot_missed_index] = std::clamp(resolver.missed_due_to_spread[resolver.last_shot_missed_index], 0, 99);

                _events.push_back(_event("Missed due to bad resolve.")); //logging->info(_("Missed due to bad resolve."));  // game events.
            }
            else
            {
                resolver.missed_due_to_bad_resolve[resolver.last_shot_missed_index]++;
                resolver.missed_due_to_bad_resolve[resolver.last_shot_missed_index] = std::clamp(resolver.missed_due_to_bad_resolve[resolver.last_shot_missed_index], 0, 99);
            }
        }
        resolver.last_shot_missed_index = 0;
    };
    missed_due_to_spread(pos);
}

void c_resolver::on_round_start(c_game_event* event)
{
    resolver.last_shot_missed_index = 0;
    resolver.has_target = false;

    std::fill(resolver.missed_due_to_bad_resolve, resolver.missed_due_to_bad_resolve +
        ARRAYSIZE(resolver.missed_due_to_bad_resolve), 0);

    std::fill(resolver.missed_due_to_spread, resolver.missed_due_to_spread +
        ARRAYSIZE(resolver.missed_due_to_spread), 0);
}

void c_resolver::on_player_death(c_game_event* event)
{
    if (!event || !config->Ragebot.enable)
        return;

    auto local = c_cs_player::get_local_player();

    if (!local || !local->is_alive())
    {
        resolver.last_shot_missed_index = 0;
        return;
    }

    int victim_id = event->get_int(_("userid"));
    int killer_id = event->get_int(_("attacker"));

    bool is_headshot = event->get_int(_("headshot"));

    int victim_index = engine_client()->get_player_for_user_id(victim_id);
    int killer_index = engine_client()->get_player_for_user_id(killer_id);

    if (victim_index && killer_index && local)
    {
        resolver.missed_due_to_bad_resolve[victim_index] = 0;
        resolver.missed_due_to_spread[victim_index] = 0;
    }
}

bool c_resolver::get_target_freestand_yaw(c_cs_player* target, float* yaw)
{
    float dmg_left = 0.f;
    float dmg_right = 0.f;

    static auto get_rotated_pos = [](c_vector3d start, float rotation, float distance)
    {
        float rad = deg2rad(rotation);
        start.x += cos(rad) * distance;
        start.y += sin(rad) * distance;

        return start;
    };

    const auto local = c_cs_player::get_local_player();

    if (!local || !target || !local->is_alive())
        return false;

    c_vector3d local_eye_pos = local->get_shoot_position();
    c_vector3d eye_pos = target->get_shoot_position();
    c_qangle angle = math::calc_angle(local_eye_pos, eye_pos);

    auto backwards = angle.y;

    c_vector3d pos_left = get_rotated_pos(eye_pos, angle.y + 90.f, 40.f);
    c_vector3d pos_right = get_rotated_pos(eye_pos, angle.y + 90.f, -40.f);

    const auto wall_left = trace_system->wall_penetration(local_eye_pos, pos_left,
        nullptr, local);

    const auto wall_right = trace_system->wall_penetration(local_eye_pos, pos_right,
        nullptr, local);

    if (wall_left.has_value())
        dmg_left = wall_left.value().damage;

    if (wall_right.has_value())
        dmg_right = wall_right.value().damage;

    // we can hit both sides, lets force backwards,cuz easier for anti aim.
    if (fabsf(dmg_left - dmg_right) < 10.f)
    {
        *yaw = backwards;
        return false;
    }

    bool direction = dmg_left > dmg_right;
    *yaw = direction ? angle.y - 90.f : angle.y + 90.f;

    return true;
}

float c_resolver::get_max_desync_delta(c_cs_player* player)
{
    if (!player || !player->is_alive() || player->is_dormant_virt())
        return 0.f;

    auto animstate = uintptr_t(player->get_anim_state());
    if (!animstate)
        return 0.f;

    float duckammount = *(float*)(animstate + 0xA4);
    float speedfraction = std::max<float>(0, std::min(*reinterpret_cast<float*>(animstate + 0xF8), 1.f));
    float speedfactor = speedfraction >= 0.f ? std::max<float>(0, std::min(1.f, *reinterpret_cast<float*> (animstate + 0xFC))) : speedfactor = 0.f;

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

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

    auto retvalue = *(float*)(animstate + 0x334) * unk2;

    if (retvalue > 1.f) // account for rounding errors
        retvalue -= 1.f;

    retvalue = std::clamp(retvalue, 28.f, 60.f);
    return retvalue;
}
напишите какой лучше 1, 2 или 3

если что, 1 и 3 полностью спащены, а 2 почти мой

критика с объяснениями принимается
Вместо fakegoalfeetyaw поставь animState->m_flGoalFeetYaw.
 
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Боюсь что ни один из этих (кроме 2, так как это под ху0) у тебя спастить не получится
 
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и ещё, я просто не ебу, что мне нужно сделать, что-бы фиксилось вот это

Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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все 3 хуйня. valve_sdk и unknowncheats ( noad ) тебе в помощь.
 
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