Подведи собственные итоги года совместно с YOUGAME и забери ценные призы! Перейти

Улучшите ресольвер

  • Автор темы Автор темы Misser
  • Дата начала Дата начала
Моя аватарка по правилам YouGame
Забаненный
Забаненный
Статус
Оффлайн
Регистрация
29 Июн 2020
Сообщения
29
Реакции
18
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Улучшите ресольвер
Resolver.cpp
C++:
Expand Collapse Copy
#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"

Resolver g_Resolver;

/*
my attempt at fixing desync and i was pretty successful
it can resolve static desync pretty perfectly
and can resolve some jitter desync but
it still gets rekt by other things
*/

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    //who needs structs or classes not me lol
    static float oldSimtime[65];
    static float storedSimtime[65];
    static float ShotTime[65];
    static float SideTime[65][3];
    static int LastDesyncSide[65];
    static bool Delaying[65];
    static AnimationLayer StoredLayers[64][15];
    static C_AnimState * StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    static bool jittering[65];

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

    auto RemapVal = [](float val, float A, float B, float C, float D) -> float
    {
        if (A == B)
            return val >= B ? D : C;
        return C + (D - C) * (val - A) / (B - A);
    };

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

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

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

        if (pEnt->GetActiveWeapon() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->EntIndex()] != pEnt->GetActiveWeapon()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->EntIndex()] = pEnt->GetActiveWeapon()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->EntIndex()] = 0.f;
        }
        
        float angToLocal = g_Math.NormalizeYaw(g_Math.CalcAngle(Globals::LocalPlayer->GetOrigin(), pEnt->GetOrigin()).y);

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

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

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

            int CurrentSide = 0;

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

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

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

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

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

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

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

            Resim += Delta;
            DesyncFix += Delta;

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


        }

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

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

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

        if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        {
            if (jittering[pEnt->EntIndex()])
                AnimState->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

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

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);

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

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

    if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver && jittering[pEnt->EntIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->EntIndex()], 0));

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

void 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;
            }
        }
    }
}

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

void Resolver::bruhResolver(C_BaseEntity* pEnt)
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

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

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

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

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

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

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

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

        float ResolvedYaw = animstate->m_flEyeYaw;
        float delta = std::abs(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw);
        if (m_flMaxBodyYaw < delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw - std::abs(m_flMaxBodyYaw);
        }
        else if (m_flMinBodyYaw > delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw + std::abs(m_flMinBodyYaw);
        }
        auto player = pEnt;
        auto v8 = 0;
        auto v7 = 0;
        for (int a2a = 0; a2a < Globals::LocalPlayer->GetNumAnimOverlays(); ++a2a)
        {
            auto v32 = Globals::LocalPlayer->GetAnimOverlay4(a2a);
            if (v32)
                auto v6 = Globals::LocalPlayer;
        }
        auto v20 = animstate->flUpVelocity * v23;
        auto a1 = animstate->m_vVelocityY * v23;
        auto v30 = 0.0;
        auto eye_angles_y = animstate->m_flEyeYaw;
        auto goal_feet_yaw = animstate->m_flGoalFeetYaw;
        auto v22 = (eye_angles_y - goal_feet_yaw);
        if (v20 < v22)
        {
            auto v11 = v20;
            auto v30 = eye_angles_y - v11;
        }
        else if (a1 > v22)
        {
            auto v12 = a1;
            auto v30 = v12 + eye_angles_y;
        }
        float v36 = std::fmodf(v30, 360.0f);
        if (v36 > 180.0f)
            v36 = v36 - 360.0f;
        if (v36 < 180.0f)
            v36 = v36 + 360.0f;
        float inverse = 0 - v36;
        switch (Globals::MissedShot % 10)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 45.0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 45.0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 30.0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 30.0;
            break;
        case 4:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 60.0;
            break;
        case 5:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 60.0;
            break;
        case 6:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 71.0;
            break;
        case 7:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 71.0;
            break;
        case 8:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 90.0;
            break;
        case 9:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 90.0;
            break;

        }
        switch (Globals::MissedShot % 3)
        {
        case 0:
            pEnt->SetAbsAngles(Vector(0, v36, 0));
            break;
        case 1:
            pEnt->SetAbsAngles(Vector(0, inverse, 0));
            break;
        case 2:
            pEnt->SetAbsAngles(Vector(0, AngleNormalize(ResolvedYaw), 0));
            break;
        }
    }
}   


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)
        {
            bruhResolver(pPlayerEntity);
            HandleHits(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;
    }
}
Resolver.h
C++:
Expand Collapse Copy
#pragma once
#include "..\..\Utils\GlobalVars.h"
#include "..\..\SDK\CGlobalVarsBase.h"
#include "..\..\SDK\IClientMode.h"
#include <deque>

class Resolver
{
public:
    bool UseFreestandAngle[65];
    float FreestandAngle[65];
    Vector absOriginBackup;
    float pitchHit[65];

    void OnCreateMove();
    void FrameStage(ClientFrameStage_t stage);
private:
    void AnimationFix(C_BaseEntity* pEnt);
    void bruhResolver(C_BaseEntity* pEnt);
};
extern Resolver g_Resolver;
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Этому резольверу уже ничего не поможет...
 
Улучшите ресольвер
Resolver.cpp
C++:
Expand Collapse Copy
#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"

Resolver g_Resolver;

/*
my attempt at fixing desync and i was pretty successful
it can resolve static desync pretty perfectly
and can resolve some jitter desync but
it still gets rekt by other things
*/

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    //who needs structs or classes not me lol
    static float oldSimtime[65];
    static float storedSimtime[65];
    static float ShotTime[65];
    static float SideTime[65][3];
    static int LastDesyncSide[65];
    static bool Delaying[65];
    static AnimationLayer StoredLayers[64][15];
    static C_AnimState * StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    static bool jittering[65];

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

    auto RemapVal = [](float val, float A, float B, float C, float D) -> float
    {
        if (A == B)
            return val >= B ? D : C;
        return C + (D - C) * (val - A) / (B - A);
    };

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

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

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

        if (pEnt->GetActiveWeapon() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->EntIndex()] != pEnt->GetActiveWeapon()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->EntIndex()] = pEnt->GetActiveWeapon()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->EntIndex()] = 0.f;
        }
       
        float angToLocal = g_Math.NormalizeYaw(g_Math.CalcAngle(Globals::LocalPlayer->GetOrigin(), pEnt->GetOrigin()).y);

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

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

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

            int CurrentSide = 0;

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

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

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

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

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

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

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

            Resim += Delta;
            DesyncFix += Delta;

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


        }

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

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

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

        if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        {
            if (jittering[pEnt->EntIndex()])
                AnimState->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

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

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);

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

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

    if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver && jittering[pEnt->EntIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->EntIndex()], 0));

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

void 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;
            }
        }
    }
}

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

void Resolver::bruhResolver(C_BaseEntity* pEnt)
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

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

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

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

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

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

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

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

        float ResolvedYaw = animstate->m_flEyeYaw;
        float delta = std::abs(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw);
        if (m_flMaxBodyYaw < delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw - std::abs(m_flMaxBodyYaw);
        }
        else if (m_flMinBodyYaw > delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw + std::abs(m_flMinBodyYaw);
        }
        auto player = pEnt;
        auto v8 = 0;
        auto v7 = 0;
        for (int a2a = 0; a2a < Globals::LocalPlayer->GetNumAnimOverlays(); ++a2a)
        {
            auto v32 = Globals::LocalPlayer->GetAnimOverlay4(a2a);
            if (v32)
                auto v6 = Globals::LocalPlayer;
        }
        auto v20 = animstate->flUpVelocity * v23;
        auto a1 = animstate->m_vVelocityY * v23;
        auto v30 = 0.0;
        auto eye_angles_y = animstate->m_flEyeYaw;
        auto goal_feet_yaw = animstate->m_flGoalFeetYaw;
        auto v22 = (eye_angles_y - goal_feet_yaw);
        if (v20 < v22)
        {
            auto v11 = v20;
            auto v30 = eye_angles_y - v11;
        }
        else if (a1 > v22)
        {
            auto v12 = a1;
            auto v30 = v12 + eye_angles_y;
        }
        float v36 = std::fmodf(v30, 360.0f);
        if (v36 > 180.0f)
            v36 = v36 - 360.0f;
        if (v36 < 180.0f)
            v36 = v36 + 360.0f;
        float inverse = 0 - v36;
        switch (Globals::MissedShot % 10)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 45.0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 45.0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 30.0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 30.0;
            break;
        case 4:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 60.0;
            break;
        case 5:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 60.0;
            break;
        case 6:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 71.0;
            break;
        case 7:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 71.0;
            break;
        case 8:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 90.0;
            break;
        case 9:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 90.0;
            break;

        }
        switch (Globals::MissedShot % 3)
        {
        case 0:
            pEnt->SetAbsAngles(Vector(0, v36, 0));
            break;
        case 1:
            pEnt->SetAbsAngles(Vector(0, inverse, 0));
            break;
        case 2:
            pEnt->SetAbsAngles(Vector(0, AngleNormalize(ResolvedYaw), 0));
            break;
        }
    }
}  


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)
        {
            bruhResolver(pPlayerEntity);
            HandleHits(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;
    }
}
Resolver.h
C++:
Expand Collapse Copy
#pragma once
#include "..\..\Utils\GlobalVars.h"
#include "..\..\SDK\CGlobalVarsBase.h"
#include "..\..\SDK\IClientMode.h"
#include <deque>

class Resolver
{
public:
    bool UseFreestandAngle[65];
    float FreestandAngle[65];
    Vector absOriginBackup;
    float pitchHit[65];

    void OnCreateMove();
    void FrameStage(ClientFrameStage_t stage);
private:
    void AnimationFix(C_BaseEntity* pEnt);
    void bruhResolver(C_BaseEntity* pEnt);
};
extern Resolver g_Resolver;
C++:
Expand Collapse Copy
void meme(C_BaseEntity* e)
{
Animstate s;
float y = e->getYaw();
switch (miss % 2)
{
case 1:
s.absYaw = y + 58.f;
case 2:
s.absYaw = y - 58.f;
}
}
 
как минимум вместо
C++:
Expand Collapse Copy
switch (Globals::MissedShot % 10)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 45.0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 45.0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 30.0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 30.0;
            break;
        case 4:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 60.0;
            break;
        case 5:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 60.0;
            break;
        case 6:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 71.0;
            break;
        case 7:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 71.0;
            break;
        case 8:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 90.0;
            break;
        case 9:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 90.0;
            break;

        }
лучше оставь только
C++:
Expand Collapse Copy
switch (Globals::MissedShot % 2)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 60.0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 60.0;
            break;
        }
Ты чё тютю что-ли?))))
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
void meme(C_BaseEntity* e)
{
Animstate s;
float y = e->getYaw();
switch (miss % 2)
{
case 1:
s.absYaw = y + 58.f;
case 2:
s.absYaw = y - 58.f;
}
}


C++:
Expand Collapse Copy
switch (Globals::MissedShot % 2)
        {
        case 0:
            animstate->m_flGoalFeetYaw =  g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - 60.f);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + 60.f);
            break;
        }
Не проще?
 
Вообще лучше не пастить на ксио(плохо будет)
Вот простой и написанный за 10 минут резольвер с антифристендом(если у вас ксио, всё для него должно быть)
Про то как считать нормально мисы(учитывая оклюжен и сприд), говорить я конечно не буду)
Если у вас возникают проблемы с тем чтобы спастить этот резольвер, земля вам пухом(учите с и с++ основы)
Чтобы понимать самую примитивную логику как работает язык)
C++:
Expand Collapse Copy
void Resolver::AntiFreeStand() //cratemove вызывай
{
    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;
        }

        bool Autowalled = false, HitSide1 = false, HitSide2 = false;

        float angToLocal = g_Math.CalcAngle(Globals::LocalPlayer->GetVecOrigin(), pPlayerEntity->GetVecOrigin()).y;
        Vector ViewPoint = Globals::LocalPlayer->GetVecOrigin() + 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->GetVecOrigin();

        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 ViewPointAutowall = { 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.f;
                }
                else if (side == 1)
                {
                    HitSide2 = true;
                    FreestandAngle[pPlayerEntity->EntIndex()] = -90.f;
                }

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

                    if (g_Autowall.CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
                    {
                        if (sidealternative == 0)
                        {
                            HitSide1 = true;
                            FreestandAngle[pPlayerEntity->EntIndex()] = 90.f;
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandAngle[pPlayerEntity->EntIndex()] = -90.f;
                        }

                        Autowalled = true;
                    }
                }
            }
        }

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

bool Resolver::OverrideYaw()
{
    int w, h, y, x;
    g_pEngine->GetScreenSize(w, h);
    y = h / 2;
    x = w / 2;
    Vector Crosshair = Vector(x, y, 0);
    int best_ent = -1;
    float best_fov = 0;
    Vector best_head2D;
    for (auto i = 0; i <= g_pGlobalVars->maxClients; i++)
    {
        auto ent = static_cast<C_BaseEntity*>(g_pEntityList->GetClientEntity(i));
     
        if (!ent)
            continue;
        if (!ent->IsAlive())
            continue;
        if (!(ent->GetHealth() > 0))
            continue;
        if (ent->IsDormant())
            continue;
        if (ent == Globals::LocalPlayer)
            continue;

        Vector head1 = c_visuals::get().GetHitboxPosition(ent, 0), head2;
     
        if (!Utils::WorldToScreen2(head1, head2))
            continue;
     
        float fov_2D = Crosshair.DistTo(head2);
        if (best_ent == -1 || best_fov > fov_2D)
        {
            best_ent = i;
            best_fov = fov_2D;
            best_head2D = head2;
        }
    }

    if (best_ent > -1)
    {
        auto ent = static_cast<C_BaseEntity*>(g_pEntityList->GetClientEntity(best_ent));
        const auto player_animation_state = ent->AnimState();
        Vector pos3D = ent->GetAbsOrigin(), pos2D;
        if (Utils::WorldToScreen2(pos3D, pos2D))
        {
            if(std::abs(pos2D.x - Crosshair.x) <= std::abs(50))    
            {
                Globals::ResolverMod[ent->EntIndex()] = 5;
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(ent->GetEyeAnglesPointer()->y);
            }
            else if (pos2D.x < Crosshair.x)
            {
                Globals::ResolverMod[ent->EntIndex()] = 0;
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(ent->GetEyeAnglesPointer()->y + 90.f);
         
            }
            else if (pos2D.x > Crosshair.x)
            {
                Globals::ResolverMod[ent->EntIndex()] = 1;
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(ent->GetEyeAnglesPointer()->y - 90.f);
         
            }
        }
    }

    return best_ent != -1;
}

float Resolver::GetBackwardYaw(C_BaseEntity* player) {
 
    return g_Math.CalcAngle(Globals::LocalPlayer->GetVecOrigin(), player->GetEyePosition()).y;
}

void Resolver::ResolverYaw(C_BaseEntity* pEnt) {

    if (!c_config::get().cfg.aimbot_resolver)
        return;

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

    if (!Globals::LocalPlayer || pEnt == Globals::LocalPlayer)
    {
        Globals::ResolverMod[pEnt->EntIndex()] = 5;
        return;
    }
    const auto player_animation_state = pEnt->AnimState();
    static float LastFreestandAngles[64];

    if (!player_animation_state)
        return;

    PlayerInfo_s EntityInfo;
    g_pEngine->GetPlayerInfo(pEnt->EntIndex(), &EntityInfo);

    if (GetAsyncKeyState(c_config::get().cfg.OverrideKey))
    {
        if (!OverrideYaw());//porjal pizdec
        return;
    }


    if (EntityInfo.fakeplayer || c_config::get().cfg.pregamestart == true )//check bots and prestart game
    {
        Globals::ResolverMod[pEnt->EntIndex()] = 5;
        return;
    }

    bool onground = !(pEnt->GetFlags() & FL_ONGROUND);
    bool ducking = pEnt->GetFlags() & FL_DUCKING ;
    bool move = pEnt->GetVelocity().Length2D() > 80.f;//shit check

    static float OldYaw = pEnt->GetEyeAnglesPointer()->y;
    float EyeDelta = fabs(g_Math.NormalizeYaw(pEnt->GetEyeAnglesPointer()->y - OldYaw));

    if (fabs(g_Math.NormalizeYaw(pEnt->GetLowerBodyYaw()) - g_Math.NormalizeYaw(pEnt->GetEyeAnglesPointer()->y)) <= 59.f && pEnt->GetEyeAnglesPointer()->x <= 29.f )//shit check legit player
    {
        Globals::ResolverMod[pEnt->EntIndex()] = 5; return;
    }
    else if (g_LagComp.ShotTick[pEnt->EntIndex()] > 1)//shit
    {
        Globals::ResolverMod[pEnt->EntIndex()] = 4; return;//вообще нужно и резольвить челтков на выстрел(но нахуя это знать пастерам ксио?)
    }
else if (!ducking && !onground )//inair
    {
        Globals::ResolverMod[pEnt->EntIndex()] = 4; return;
    }
    else if (UseFreestandAngle[pEnt->EntIndex()] && Globals::MissedShots[pEnt->EntIndex()] <= 0 )
    {
        player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(GetBackwardYaw(pEnt) + FreestandAngle[pEnt->EntIndex()]);
        LastFreestandAngles[pEnt->EntIndex()] = FreestandAngle[pEnt->EntIndex()];
    }
    else
    {
        switch (Globals::MissedShots[pEnt->EntIndex()] % 2) {
        case 0: Globals::ResolverMod[pEnt->EntIndex()] = 2;
            if (LastFreestandAngles[pEnt->EntIndex()] == 90.f)
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAnglesPointer()->y - 90.f);
            else
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAnglesPointer()->y + 90.f);
            break;
        case 1: Globals::ResolverMod[pEnt->EntIndex()] = 3;
            if (LastFreestandAngles[pEnt->EntIndex()] == 90.f)
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAnglesPointer()->y + 90.f);
            else
                player_animation_state->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAnglesPointer()->y - 90.f);
            break;
        }
    }

    OldYaw = pEnt->GetEyeAnglesPointer()->y;
     
}
 
Последнее редактирование:
эх чел... а я только подумал что ты +- понимаешь что нибудь, очень грустно.
Ага..
Все разочаровываются)
А если по теме, то суть была улучшить то что было в теме(полный треш)
Это тоже высер(но написанный сам)
И +- (если челик не пикает реалом) эта хуета убивает)
 
animstate->m_flGoalFeetYaw = Math::RandomFloat(-720.0f, 720.0f);
По факту можно ебануть и так:
C++:
Expand Collapse Copy
switch (Globals::MissedShot % 2)
        {

        case 0:

            animstate->m_flGoalFeetYaw =  g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - 720.0f);
             break;

        case 1:

            animstate->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + 720.0f);
             break;
        }
flGoalFeetYaw клемпится игрой)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
По факту можно ебануть и так:
C++:
Expand Collapse Copy
switch (Globals::MissedShot % 2)
        {

        case 0:

            animstate->m_flGoalFeetYaw =  g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - 720.0f);
             break;

        case 1:

            animstate->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + 720.0f);
             break;
        }
flGoalFeetYaw клемпится игрой)
покажи где он клемпится игрой 0_o
 
По факту можно ебануть и так:
C++:
Expand Collapse Copy
switch (Globals::MissedShot % 2)
        {

        case 0:

            animstate->m_flGoalFeetYaw =  g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - 720.0f);
             break;

        case 1:

            animstate->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + 720.0f);
             break;
        }
flGoalFeetYaw клемпится игрой)
согласен,но всё же зачем растягивать код?
 
Улучшите ресольвер
Resolver.cpp
C++:
Expand Collapse Copy
#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"

Resolver g_Resolver;

/*
my attempt at fixing desync and i was pretty successful
it can resolve static desync pretty perfectly
and can resolve some jitter desync but
it still gets rekt by other things
*/

void Resolver::AnimationFix(C_BaseEntity* pEnt)
{
    //who needs structs or classes not me lol
    static float oldSimtime[65];
    static float storedSimtime[65];
    static float ShotTime[65];
    static float SideTime[65][3];
    static int LastDesyncSide[65];
    static bool Delaying[65];
    static AnimationLayer StoredLayers[64][15];
    static C_AnimState * StoredAnimState[65];
    static float StoredPosParams[65][24];
    static Vector oldEyeAngles[65];
    static float oldGoalfeetYaw[65];
    float* PosParams = (float*)((uintptr_t)pEnt + 0x2774);
    bool update = false;
    bool shot = false;

    static bool jittering[65];

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

    auto RemapVal = [](float val, float A, float B, float C, float D) -> float
    {
        if (A == B)
            return val >= B ? D : C;
        return C + (D - C) * (val - A) / (B - A);
    };

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

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

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

        if (pEnt->GetActiveWeapon() && !pEnt->IsKnifeorNade())
        {
            if (ShotTime[pEnt->EntIndex()] != pEnt->GetActiveWeapon()->GetLastShotTime())
            {
                shot = true;
                ShotTime[pEnt->EntIndex()] = pEnt->GetActiveWeapon()->GetLastShotTime();
            }
            else
                shot = false;
        }
        else
        {
            shot = false;
            ShotTime[pEnt->EntIndex()] = 0.f;
        }
       
        float angToLocal = g_Math.NormalizeYaw(g_Math.CalcAngle(Globals::LocalPlayer->GetOrigin(), pEnt->GetOrigin()).y);

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

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

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

            int CurrentSide = 0;

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

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

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

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

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

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

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

            Resim += Delta;
            DesyncFix += Delta;

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


        }

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

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

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

        if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        {
            if (jittering[pEnt->EntIndex()])
                AnimState->m_flGoalFeetYaw = g_Math.NormalizeYaw(pEnt->GetEyeAngles().y + DesyncFix);
            else
                AnimState->m_flGoalFeetYaw = Equalized;

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

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

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

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

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

        update = true;
    }

    pEnt->ClientAnimations(false);

    if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver)
        pEnt->SetLowerBodyYaw(AnimState->m_flGoalFeetYaw);

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

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

    if (pEnt != Globals::LocalPlayer && pEnt->GetTeam() != Globals::LocalPlayer->GetTeam() && (pEnt->GetFlags() & FL_ONGROUND) && g_Menu.Config.Resolver && jittering[pEnt->EntIndex()])
        pEnt->SetAbsAngles(Vector(0, pEnt->GetEyeAngles().y, 0));
    else
        pEnt->SetAbsAngles(Vector(0, oldGoalfeetYaw[pEnt->EntIndex()], 0));

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

void 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;
            }
        }
    }
}

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

void Resolver::bruhResolver(C_BaseEntity* pEnt)
{
    if (!Globals::LocalPlayer->IsAlive())
        return;

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

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

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

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

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

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

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

        float ResolvedYaw = animstate->m_flEyeYaw;
        float delta = std::abs(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw);
        if (m_flMaxBodyYaw < delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw - std::abs(m_flMaxBodyYaw);
        }
        else if (m_flMinBodyYaw > delta)
        {
            ResolvedYaw = animstate->m_flEyeYaw + std::abs(m_flMinBodyYaw);
        }
        auto player = pEnt;
        auto v8 = 0;
        auto v7 = 0;
        for (int a2a = 0; a2a < Globals::LocalPlayer->GetNumAnimOverlays(); ++a2a)
        {
            auto v32 = Globals::LocalPlayer->GetAnimOverlay4(a2a);
            if (v32)
                auto v6 = Globals::LocalPlayer;
        }
        auto v20 = animstate->flUpVelocity * v23;
        auto a1 = animstate->m_vVelocityY * v23;
        auto v30 = 0.0;
        auto eye_angles_y = animstate->m_flEyeYaw;
        auto goal_feet_yaw = animstate->m_flGoalFeetYaw;
        auto v22 = (eye_angles_y - goal_feet_yaw);
        if (v20 < v22)
        {
            auto v11 = v20;
            auto v30 = eye_angles_y - v11;
        }
        else if (a1 > v22)
        {
            auto v12 = a1;
            auto v30 = v12 + eye_angles_y;
        }
        float v36 = std::fmodf(v30, 360.0f);
        if (v36 > 180.0f)
            v36 = v36 - 360.0f;
        if (v36 < 180.0f)
            v36 = v36 + 360.0f;
        float inverse = 0 - v36;
        switch (Globals::MissedShot % 10)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 45.0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 45.0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 30.0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 30.0;
            break;
        case 4:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 60.0;
            break;
        case 5:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 60.0;
            break;
        case 6:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 71.0;
            break;
        case 7:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 71.0;
            break;
        case 8:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 90.0;
            break;
        case 9:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 90.0;
            break;

        }
        switch (Globals::MissedShot % 3)
        {
        case 0:
            pEnt->SetAbsAngles(Vector(0, v36, 0));
            break;
        case 1:
            pEnt->SetAbsAngles(Vector(0, inverse, 0));
            break;
        case 2:
            pEnt->SetAbsAngles(Vector(0, AngleNormalize(ResolvedYaw), 0));
            break;
        }
    }
}  


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)
        {
            bruhResolver(pPlayerEntity);
            HandleHits(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;
    }
}
Resolver.h
C++:
Expand Collapse Copy
#pragma once
#include "..\..\Utils\GlobalVars.h"
#include "..\..\SDK\CGlobalVarsBase.h"
#include "..\..\SDK\IClientMode.h"
#include <deque>

class Resolver
{
public:
    bool UseFreestandAngle[65];
    float FreestandAngle[65];
    Vector absOriginBackup;
    float pitchHit[65];

    void OnCreateMove();
    void FrameStage(ClientFrameStage_t stage);
private:
    void AnimationFix(C_BaseEntity* pEnt);
    void bruhResolver(C_BaseEntity* pEnt);
};
extern Resolver g_Resolver;
да ты задрал мою пасту трогать вам делать нечего
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1593877443532.png


2020 coding literally. Убери бля эту хуйню и будет тебе счастье.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пожалуйста, авторизуйтесь для просмотра ссылки.
+ можешь почекать кску 17 года)
Ну или подампить нынешнюю
СПАСИБО ПАПАША, ЗА ЭТОТ ПЛЕЙЕР АНИМСТЕЙТ, В КОТОРОМ РАССИНРОНИЗИРОВАНЫ УГЛЫ И НЕ ПРАВИЛЬНЫЙ РАН КОМАНД 2010 ГОДА ФЕЙКОВОГО ЦВЕТА!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
btw
сейчас правильный гоал фит яв Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
p.s. а нах кску дампить 0_o
 
Назад
Сверху Снизу