#include "Hooks.h"
#include "Resolver.h"
#include "RageBacktracking.h"
#include "Ragebot.h"
#include "AnimationFix.h"
std::string ResolverMode[65];
int last_ticks[64];
int IBasePlayer::GetChokedPackets()
{
auto ticks = TIME_TO_TICKS(GetSimulationTime() - GetOldSimulationTime());
if (ticks == 0 && last_ticks[GetIndex()] > 0)
{
return last_ticks[GetIndex()] - 1;
}
else {
last_ticks[GetIndex()] = ticks;
return ticks;
}
}
float CResolver::GetAngle(IBasePlayer* player)
{
return Math::NormalizeYaw(player->GetEyeAngles().y);
}
float CResolver::GetForwardYaw(IBasePlayer* player)
{
return Math::NormalizeYaw(GetBackwardYaw(player) - 180.f);
}
float CResolver::GetBackwardYaw(IBasePlayer* player) {
return Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;
}
float CResolver::GetLeftYaw(IBasePlayer* player) {
return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y - 70.f);
}
float CResolver::GetRightYaw(IBasePlayer* player) {
return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 70.f);
}
bool CResolver::TargetJitter(IBasePlayer* player, bool v2)
{
float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);
return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 70.f))
>= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 70.f));
}
bool CResolver::TargetSide(IBasePlayer* player) {
float yaw = Math::NormalizeYaw(GetBackwardYaw(player));
float angle = GetAngle(player);
return fabsf(angle - Math::NormalizeYaw(yaw + 70.f))
>= fabsf(angle - Math::NormalizeYaw(yaw - 70.f));
}
void CResolver::DetectSide(IBasePlayer* player, int* side)
{
Vector src3D, dst3D, forward, right, up, src, dst;
float back_two, right_two, left_two;
trace_t tr;
Ray_t ray, ray2, ray3, ray4, ray5, ray6, ray7;
CTraceFilter filter;
Math::AngleVectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);
filter.pSkip = player;
src3D = player->GetEyePosition();
dst3D = src3D + (forward * 381); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.
ray.Init(src3D, dst3D);
interfaces.trace->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();
ray2.Init(src3D + right * 30, dst3D + right * 30);
interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();
ray3.Init(src3D - right * 70, dst3D - right * 70);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();
ray4.Init(src3D - right * 90, dst3D - right * 90);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();
ray5.Init(src3D - right * 30, dst3D - right * 30);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();
ray6.Init(src3D - right * 30, dst3D - right * 30);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();
ray7.Init(src3D + right * 90, dst3D + right * 90);
interfaces.trace->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();
if (left_two > right_two) {
*side = 1;
//Body should be right
}
else if (right_two > left_two) {
*side = -1;
}
else
*side = 0;
}
bool CResolver::DoesHaveJitter(IBasePlayer* player, int* new_side) {
static float LastAngle[64];
static int LastBrute[64];
static bool Switch[64];
static float LastUpdateTime[64];
int i = player->GetIndex();
float CurrentAngle = player->GetEyeAngles().y;
if (!Math::IsNearEqual(CurrentAngle, LastAngle[i], 70.f)) {
Switch[i] = !Switch[i];
LastAngle[i] = CurrentAngle;
*new_side = Switch[i] ? -1 : 1;
LastBrute[i] = *new_side;
LastUpdateTime[i] = interfaces.global_vars->curtime;
return true;
}
else {
if (fabsf(LastUpdateTime[i] - interfaces.global_vars->curtime >= TICKS_TO_TIME(17))
|| player->GetSimulationTime() != player->GetOldSimulationTime()) {
LastAngle[i] = CurrentAngle;
}
*new_side = LastBrute[i];
}
return false;
}
void CResolver::Do(IBasePlayer* player)
{
auto animstate = player->GetPlayerAnimState();
if (!animstate)
return;
animstate->m_flGoalFeetYaw = GetAngle(player);
if (!vars.ragebot.resolver)
return;
if (!csgo->local->isAlive())
return;
if (player->GetChokedPackets() <= 1)
return;
int idx = player->GetIndex();
if (player->GetPlayerInfo().fakeplayer)
return;
if (!(player->GetFlags() & FL_ONGROUND))
return;
float angle = GetAngle(player);
{
DetectSide(player, &FreestandSide[idx]);
bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 70.f;
if (csgo->missedshots[idx] == 0) {
ResolverMode[idx] = ("C");
if (forward) {
FreestandSide[idx] *= -1;
ResolverMode[idx] += ("B");
}
else
ResolverMode[idx] += ("A");
animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f * FreestandSide[idx]);
}
else
{
if (forward)
{
switch (csgo->missedshots[idx] % 2) {
case 1:
ResolverMode[idx] = ("DA");
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 70.f));
break;
case 0:
ResolverMode[idx] = ("DB");
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 70.f));
break;
}
}
else {
switch (csgo->missedshots[idx] % 2)
{
case 1:
ResolverMode[idx] = ("DA");
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 70.f));
break;
case 0:
ResolverMode[idx] = ("DB");
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 70.f));
break;
}
}
}
}
animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}