держи солнышко тапает скит с 1 пули в боди со скара как нехуй делать
C++:
void R::Resolve()
{
IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
for (int i = 0; i < Interfaces::Engine->GetMaxClients(); ++i)
{
IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
if (!pEntity || pEntity->IsDormant() || !pEntity->IsAlive())
continue;
if (pEntity->GetTeamNum() == pLocal->GetTeamNum() || !pLocal->IsAlive())
continue;
Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
if (Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 1 || Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 2)
{
if (pEntity != Globals::Target) continue;
Vector AimAngle;
CalcAngleYawOnly(pEntity->GetEyePosition(), pLocal->GetAbsOrigin2(), AimAngle);
NormalizeVector(AimAngle);
static float StoredYaw = 0;
static bool bLowerBodyIsUpdated = false;
if (pEntity->GetLowerBodyYaw() != StoredYaw) bLowerBodyIsUpdated = true;
else bLowerBodyIsUpdated = false;
if (bLowerBodyIsUpdated) StoredYaw = pEntity->GetLowerBodyYaw();
if (pEntity->GetFlags() & FL_ONGROUND && pEntity->GetVelocity().Length2D() != 0) eyeAngles->y = pEntity->GetLowerBodyYaw();
else
{
if (Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 1 || Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 2)
{
int num = Globals::Shots % 5;
switch (num) {
case 0:eyeAngles->y = AimAngle.y - 0; break;
case 1:eyeAngles->y = AimAngle.y - 15; break;
case 2:eyeAngles->y = AimAngle.y + 9; break;
case 3:eyeAngles->y = AimAngle.y - 9; break;
case 4:eyeAngles->y = AimAngle.y + 15; break;
}
}
}
}
}
}
}
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