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

Исходник Best weaver.su resolver ever !00% not clickbait tapping skeet!1!!!!!!1

Забаненный
Забаненный
Статус
Оффлайн
Регистрация
27 Июл 2020
Сообщения
137
Реакции
13
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Yo sup, i used random number generator for this resolver, and i will probably miss xy0, havent tried it yet. Anyways, credits for the resolver: @PIPIDUROKARAILEK

Resolver.cpp

C++:
Expand Collapse Copy
#include "Hooks.h"

#include "Resolver.h"

#include "RageBacktracking.h"

#include "Ragebot.h"

#include "AnimationFix.h"

#include <string>

#include <iostream>

#include <fstream>

#include <istream>





std::string ResolverMode[65];

int last_ticks[65];

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 - 90.f);

}



float CResolver::GetRightYaw(IBasePlayer* player) {

    return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);

}

bool CResolver::TargetJitter(IBasePlayer* player, bool v2) {

    float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);

    return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 50.f))

        >= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 50.f));

}

bool CResolver::TargetSide(IBasePlayer* player) {

    float yaw = Math::NormalizeYaw(GetBackwardYaw(player));

    float angle = GetAngle(player);

    return fabsf(angle - Math::NormalizeYaw(yaw + 60.f))

        >= fabsf(angle - Math::NormalizeYaw(yaw - 60.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;

    CTraceFilter filter;



    Math::AngleVectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);



    filter.pSkip = player;

    src3D = player->GetEyePosition();

    dst3D = src3D + (forward * 384); //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 * 35, dst3D + right * 35);

    interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);

    right_two = (tr.endpos - tr.startpos).Length();



    ray3.Init(src3D - right * 35, dst3D - right * 35);

    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);

    left_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], 50.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::CreateMove()

{

    if (!csgo->local->isAlive())

        return;



    if (!csgo->weapon->IsGun())

        return;





    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)

    {

        auto player = interfaces.ent_list->GetClientEntity(i);



        if (!player || !player->isAlive() || player->IsDormant() || player->GetTeam() == csgo->local->GetTeam())

            continue;



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

        auto idx = player->GetIndex();

        float angToLocal = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;

        Vector ViewPoint = csgo->local->GetOrigin() + Vector(0, 0, 90);

        Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))),(45 * cos(DEG2RAD(angToLocal))) };

        Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))) ,(45 * cos(DEG2RAD(angToLocal + 180))) };



        Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))),(50 * cos(DEG2RAD(angToLocal))) };

        Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))) ,(50 * cos(DEG2RAD(angToLocal + 180))) };



        Vector Origin = player->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 ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };



            if (g_AutoWall.CanHitFloatingPoint(OriginAutowall, ViewPoint))

            {

                if (side == 0)

                {

                    HitSide1 = true;

                    FreestandSide[idx] = -1;

                }

                else if (side == 1)

                {

                    HitSide2 = true;

                    FreestandSide[idx] = 1;

                }



                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;

                            FreestandSide[idx] = -1;

                            //FreestandAngle[player->EntIndex()] = 90;

                        }

                        else if (sidealternative == 1)

                        {

                            HitSide2 = true;

                            FreestandSide[idx] = 1;

                            //FreestandAngle[player->EntIndex()] = -90;

                        }



                        Autowalled = true;

                    }

                }

            }

        }

    }

}





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() <= 0)

        return;



    int idx = player->GetIndex();



    if (player->GetPlayerInfo().fakeplayer)

        return;



    if (!(player->GetFlags() & FL_ONGROUND))

        return;



    auto eyeangy = player->GetEyeAngles().y;

    auto backward = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;

    auto right =  Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);

    auto left = Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y - 90.f);

    float angle = GetAngle(player);









    int new_side = 0;

    if (DoesHaveJitter(player, &new_side)/* && player->GetEyeAngles().x < 45*/) {

        switch (csgo->missedshots[idx] % 2) {

        case 0:

            ResolverMode[idx] = "AB";

            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 90.f * new_side);

            break;

        case 1:

            ResolverMode[idx] = "AC";

            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * new_side);

            break;

        }

    }

    else

    {

        //bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 90.f;

        //if (csgo->missedshots[idx]) {

        ResolverMode[idx] = "Main";

        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(Math::RandomFloat(angle - 90.f, angle + 90.f));



        switch (csgo->missedshots[idx] % 1)

        {

        case 0:
            animstate->m_flGoalFeetYaw += 90.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

            break;

            animstate->m_flGoalFeetYaw += 89.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

            break;

            animstate->m_flGoalFeetYaw += 56.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

            break;

            animstate->m_flGoalFeetYaw += 27.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

            break;

            animstate->m_flGoalFeetYaw += 23.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

            break;


            animstate->m_flGoalFeetYaw += 47.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

            break;

            animstate->m_flGoalFeetYaw += 22.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

            break;

            animstate->m_flGoalFeetYaw += 37.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

            break;

            animstate->m_flGoalFeetYaw += 80.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

            break;

            animstate->m_flGoalFeetYaw += 59.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

            break;

            animstate->m_flGoalFeetYaw += 71.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

            break;

            animstate->m_flGoalFeetYaw += 24.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

            break;

            animstate->m_flGoalFeetYaw += 81.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

            break;

            animstate->m_flGoalFeetYaw += 9.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

            break;

            animstate->m_flGoalFeetYaw += 84.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

            break;

            animstate->m_flGoalFeetYaw += 21.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

            break;

            animstate->m_flGoalFeetYaw += 55.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

            break;

            animstate->m_flGoalFeetYaw += 86.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

            break;

            animstate->m_flGoalFeetYaw += 78.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

            break;

            animstate->m_flGoalFeetYaw += 12.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

            break;

            animstate->m_flGoalFeetYaw += 83.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

            break;

            animstate->m_flGoalFeetYaw += 44.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

            break;

            animstate->m_flGoalFeetYaw += 33.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

            break;

            animstate->m_flGoalFeetYaw += 55.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

            break;

            animstate->m_flGoalFeetYaw += 49.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

            break;

            animstate->m_flGoalFeetYaw += 30.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

            break;

            animstate->m_flGoalFeetYaw += 42.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

            break;

            animstate->m_flGoalFeetYaw += 34.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

            break;


            animstate->m_flGoalFeetYaw += 1.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

            break;

            animstate->m_flGoalFeetYaw += 56.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

            break;

            animstate->m_flGoalFeetYaw += 58.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

            break;

            animstate->m_flGoalFeetYaw += 88.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

            break;

            animstate->m_flGoalFeetYaw += 63.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

            break;

            animstate->m_flGoalFeetYaw += 65.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

            break;


            animstate->m_flGoalFeetYaw += 37.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

            break;

            animstate->m_flGoalFeetYaw += 64.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

            break;

            animstate->m_flGoalFeetYaw += 29.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

            break;

            animstate->m_flGoalFeetYaw += 69.f;
            //haha omegalul 420 very funny
            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

            break;

            animstate->m_flGoalFeetYaw += 35.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

            break;

            animstate->m_flGoalFeetYaw += 19.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

            break;

            animstate->m_flGoalFeetYaw += 60.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

            break;

            animstate->m_flGoalFeetYaw += 79.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

            break;

            animstate->m_flGoalFeetYaw += 70.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

            break;

            animstate->m_flGoalFeetYaw += 62.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

            break;

            animstate->m_flGoalFeetYaw += 67.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

            break;

            animstate->m_flGoalFeetYaw += 84.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

            break;

            animstate->m_flGoalFeetYaw += 4.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

            break;

        }





        /*if (forward) {

            FreestandSide[idx] *= -1;

            ResolverMode[idx] += "B";

            animstate->m_flGoalFeetYaw += 60;

            if (csgo->missedshots[idx]);

            animstate->m_flGoalFeetYaw -= 60;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);



        }

        else*/

        //{

        if (backward)

        {

            ResolverMode[idx] += "A";

            animstate->m_flGoalFeetYaw = Math::RandomFloat(90, -90);

            switch (csgo->missedshots[idx] % 1)

            {

            case 0:
                animstate->m_flGoalFeetYaw += 90.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

                break;

                animstate->m_flGoalFeetYaw += 89.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 27.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

                break;

                animstate->m_flGoalFeetYaw += 23.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

                break;


                animstate->m_flGoalFeetYaw += 47.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

                break;

                animstate->m_flGoalFeetYaw += 22.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

                break;

                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 80.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

                break;

                animstate->m_flGoalFeetYaw += 59.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

                break;

                animstate->m_flGoalFeetYaw += 71.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

                break;

                animstate->m_flGoalFeetYaw += 24.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

                break;

                animstate->m_flGoalFeetYaw += 81.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

                break;

                animstate->m_flGoalFeetYaw += 9.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 21.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 86.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

                break;

                animstate->m_flGoalFeetYaw += 78.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

                break;

                animstate->m_flGoalFeetYaw += 12.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

                break;

                animstate->m_flGoalFeetYaw += 83.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

                break;

                animstate->m_flGoalFeetYaw += 44.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

                break;

                animstate->m_flGoalFeetYaw += 33.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 49.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

                break;

                animstate->m_flGoalFeetYaw += 30.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

                break;

                animstate->m_flGoalFeetYaw += 42.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

                break;

                animstate->m_flGoalFeetYaw += 34.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

                break;


                animstate->m_flGoalFeetYaw += 1.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 58.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

                break;

                animstate->m_flGoalFeetYaw += 88.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

                break;

                animstate->m_flGoalFeetYaw += 63.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

                break;

                animstate->m_flGoalFeetYaw += 65.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

                break;


                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 64.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

                break;

                animstate->m_flGoalFeetYaw += 29.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

                break;

                animstate->m_flGoalFeetYaw += 69.f;
                //haha omegalul 420 very funny
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

                break;

                animstate->m_flGoalFeetYaw += 35.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

                break;

                animstate->m_flGoalFeetYaw += 19.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

                break;

                animstate->m_flGoalFeetYaw += 60.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

                break;

                animstate->m_flGoalFeetYaw += 79.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

                break;

                animstate->m_flGoalFeetYaw += 70.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

                break;

                animstate->m_flGoalFeetYaw += 62.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

                break;

                animstate->m_flGoalFeetYaw += 67.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 4.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

                break;

            }

        }


        float CurrentAngle = player->GetEyeAngles().y;

        static float LastAngle[64];

        static int LastBrute[64];

        int i = player->GetIndex();

        if (!Math::IsNearEqual(CurrentAngle, LastAngle[i], 90.f)) {
            switch (csgo->missedshots[idx] % 1) {
            case 0:
                animstate->m_flGoalFeetYaw += 90.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

                break;

                animstate->m_flGoalFeetYaw += 89.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 27.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

                break;

                animstate->m_flGoalFeetYaw += 23.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

                break;


                animstate->m_flGoalFeetYaw += 47.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

                break;

                animstate->m_flGoalFeetYaw += 22.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

                break;

                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 80.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

                break;

                animstate->m_flGoalFeetYaw += 59.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

                break;

                animstate->m_flGoalFeetYaw += 71.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

                break;

                animstate->m_flGoalFeetYaw += 24.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

                break;

                animstate->m_flGoalFeetYaw += 81.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

                break;

                animstate->m_flGoalFeetYaw += 9.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 21.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 86.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

                break;

                animstate->m_flGoalFeetYaw += 78.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

                break;

                animstate->m_flGoalFeetYaw += 12.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

                break;

                animstate->m_flGoalFeetYaw += 83.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

                break;

                animstate->m_flGoalFeetYaw += 44.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

                break;

                animstate->m_flGoalFeetYaw += 33.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 49.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

                break;

                animstate->m_flGoalFeetYaw += 30.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

                break;

                animstate->m_flGoalFeetYaw += 42.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

                break;

                animstate->m_flGoalFeetYaw += 34.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

                break;


                animstate->m_flGoalFeetYaw += 1.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 58.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

                break;

                animstate->m_flGoalFeetYaw += 88.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

                break;

                animstate->m_flGoalFeetYaw += 63.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

                break;

                animstate->m_flGoalFeetYaw += 65.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

                break;


                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 64.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

                break;

                animstate->m_flGoalFeetYaw += 29.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

                break;

                animstate->m_flGoalFeetYaw += 69.f;
                //haha omegalul 420 very funny
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

                break;

                animstate->m_flGoalFeetYaw += 35.f;
              
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

                break;

                animstate->m_flGoalFeetYaw += 19.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

                break;

                animstate->m_flGoalFeetYaw += 60.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

                break;

                animstate->m_flGoalFeetYaw += 79.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

                break;

                animstate->m_flGoalFeetYaw += 70.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

                break;

                animstate->m_flGoalFeetYaw += 62.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

                break;

                animstate->m_flGoalFeetYaw += 67.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 4.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

                break;
            }
        }
    }





    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);

}



void HandleHits(IBasePlayer* pEnt)

{

    auto NetChannel = interfaces.engine->GetNetChannelInfo();



    if (!NetChannel)

        return;





    static float predTime[65];

    static bool init[65];



    if (csgo->firedshots[pEnt->EntIndex()])

    {

        if (init[pEnt->EntIndex()])

        {

            resolver->pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;

            predTime[pEnt->EntIndex()] = interfaces.global_vars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(interfaces.engine->GetNetChannel()->iChokedPackets);

            init[pEnt->EntIndex()] = false;

        }



        if (interfaces.global_vars->curtime > predTime[pEnt->EntIndex()] && !csgo->hitshots[pEnt->EntIndex()])

        {

            csgo->missedshots[pEnt->EntIndex()] += 1;

            csgo->firedshots[pEnt->EntIndex()] = false;

        }

        else if (interfaces.global_vars->curtime <= predTime[pEnt->EntIndex()] && csgo->hitshots[pEnt->EntIndex()])

            csgo->firedshots[pEnt->EntIndex()] = false;



    }

    else

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



    csgo->hitshots[pEnt->EntIndex()] = false;

}





void CResolver::FrameStage(ClientFrameStage_t stage)

{

    if (!csgo->local || !interfaces.engine->IsInGame())

        return;



    static bool  wasDormant[65];



    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)

    {

        IBasePlayer* pPlayerEntity = interfaces.ent_list->GetClientEntity(i);



        if (!pPlayerEntity

            || !pPlayerEntity->isAlive())

            continue;

        if (pPlayerEntity->IsDormant())

        {

            wasDormant[i] = true;

            continue;

        }



        if (stage == FRAME_RENDER_START)

        {

            HandleHits(pPlayerEntity);

            Do(pPlayerEntity);

        }



        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != csgo->local)

        {

            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

struct animation;

class CResolver

{

private:

    float GetLeftYaw(IBasePlayer*);

    float GetRightYaw(IBasePlayer*);

    bool TargetSide(IBasePlayer*);

    void DetectSide(IBasePlayer*, int*);



    bool TargetJitter(IBasePlayer*, bool);

    bool DoesHaveJitter(IBasePlayer*, int*);

    int FreestandSide[64];

public:

    bool UseFreestandAngle[65];

    float pitchHit[65];

    float FreestandAngle[65];

    float GetAngle(IBasePlayer*);

    float GetForwardYaw(IBasePlayer*);

    float GetBackwardYaw(IBasePlayer*);

    void Do(IBasePlayer*);

    void CreateMove();

    void FrameStage(ClientFrameStage_t stage);

};

extern CResolver* resolver;

extern std::string ResolverMode[65];

Also dont know how to make reaction restriction so sorry, but everyone has 5 reaction on yg.

Edit: Also every switch has only 1 case, cuz i was testing something
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Yo sup, i used random number generator for this resolver, and i will probably miss xy0, havent tried it yet. Anyways, credits for the resolver: @PIPIDUROKARAILEK

Resolver.cpp

C++:
Expand Collapse Copy
#include "Hooks.h"

#include "Resolver.h"

#include "RageBacktracking.h"

#include "Ragebot.h"

#include "AnimationFix.h"

#include <string>

#include <iostream>

#include <fstream>

#include <istream>





std::string ResolverMode[65];

int last_ticks[65];

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 - 90.f);

}



float CResolver::GetRightYaw(IBasePlayer* player) {

    return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);

}

bool CResolver::TargetJitter(IBasePlayer* player, bool v2) {

    float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);

    return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 50.f))

        >= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 50.f));

}

bool CResolver::TargetSide(IBasePlayer* player) {

    float yaw = Math::NormalizeYaw(GetBackwardYaw(player));

    float angle = GetAngle(player);

    return fabsf(angle - Math::NormalizeYaw(yaw + 60.f))

        >= fabsf(angle - Math::NormalizeYaw(yaw - 60.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;

    CTraceFilter filter;



    Math::AngleVectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);



    filter.pSkip = player;

    src3D = player->GetEyePosition();

    dst3D = src3D + (forward * 384); //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 * 35, dst3D + right * 35);

    interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);

    right_two = (tr.endpos - tr.startpos).Length();



    ray3.Init(src3D - right * 35, dst3D - right * 35);

    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);

    left_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], 50.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::CreateMove()

{

    if (!csgo->local->isAlive())

        return;



    if (!csgo->weapon->IsGun())

        return;





    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)

    {

        auto player = interfaces.ent_list->GetClientEntity(i);



        if (!player || !player->isAlive() || player->IsDormant() || player->GetTeam() == csgo->local->GetTeam())

            continue;



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

        auto idx = player->GetIndex();

        float angToLocal = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;

        Vector ViewPoint = csgo->local->GetOrigin() + Vector(0, 0, 90);

        Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))),(45 * cos(DEG2RAD(angToLocal))) };

        Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))) ,(45 * cos(DEG2RAD(angToLocal + 180))) };



        Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))),(50 * cos(DEG2RAD(angToLocal))) };

        Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))) ,(50 * cos(DEG2RAD(angToLocal + 180))) };



        Vector Origin = player->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 ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };



            if (g_AutoWall.CanHitFloatingPoint(OriginAutowall, ViewPoint))

            {

                if (side == 0)

                {

                    HitSide1 = true;

                    FreestandSide[idx] = -1;

                }

                else if (side == 1)

                {

                    HitSide2 = true;

                    FreestandSide[idx] = 1;

                }



                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;

                            FreestandSide[idx] = -1;

                            //FreestandAngle[player->EntIndex()] = 90;

                        }

                        else if (sidealternative == 1)

                        {

                            HitSide2 = true;

                            FreestandSide[idx] = 1;

                            //FreestandAngle[player->EntIndex()] = -90;

                        }



                        Autowalled = true;

                    }

                }

            }

        }

    }

}





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() <= 0)

        return;



    int idx = player->GetIndex();



    if (player->GetPlayerInfo().fakeplayer)

        return;



    if (!(player->GetFlags() & FL_ONGROUND))

        return;



    auto eyeangy = player->GetEyeAngles().y;

    auto backward = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;

    auto right =  Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);

    auto left = Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y - 90.f);

    float angle = GetAngle(player);









    int new_side = 0;

    if (DoesHaveJitter(player, &new_side)/* && player->GetEyeAngles().x < 45*/) {

        switch (csgo->missedshots[idx] % 2) {

        case 0:

            ResolverMode[idx] = "AB";

            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 90.f * new_side);

            break;

        case 1:

            ResolverMode[idx] = "AC";

            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * new_side);

            break;

        }

    }

    else

    {

        //bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 90.f;

        //if (csgo->missedshots[idx]) {

        ResolverMode[idx] = "Main";

        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(Math::RandomFloat(angle - 90.f, angle + 90.f));



        switch (csgo->missedshots[idx] % 1)

        {

        case 0:
            animstate->m_flGoalFeetYaw += 90.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

            break;

            animstate->m_flGoalFeetYaw += 89.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

            break;

            animstate->m_flGoalFeetYaw += 56.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

            break;

            animstate->m_flGoalFeetYaw += 27.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

            break;

            animstate->m_flGoalFeetYaw += 23.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

            break;


            animstate->m_flGoalFeetYaw += 47.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

            break;

            animstate->m_flGoalFeetYaw += 22.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

            break;

            animstate->m_flGoalFeetYaw += 37.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

            break;

            animstate->m_flGoalFeetYaw += 80.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

            break;

            animstate->m_flGoalFeetYaw += 59.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

            break;

            animstate->m_flGoalFeetYaw += 71.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

            break;

            animstate->m_flGoalFeetYaw += 24.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

            break;

            animstate->m_flGoalFeetYaw += 81.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

            break;

            animstate->m_flGoalFeetYaw += 9.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

            break;

            animstate->m_flGoalFeetYaw += 84.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

            break;

            animstate->m_flGoalFeetYaw += 21.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

            break;

            animstate->m_flGoalFeetYaw += 55.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

            break;

            animstate->m_flGoalFeetYaw += 86.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

            break;

            animstate->m_flGoalFeetYaw += 78.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

            break;

            animstate->m_flGoalFeetYaw += 12.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

            break;

            animstate->m_flGoalFeetYaw += 83.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

            break;

            animstate->m_flGoalFeetYaw += 44.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

            break;

            animstate->m_flGoalFeetYaw += 33.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

            break;

            animstate->m_flGoalFeetYaw += 55.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

            break;

            animstate->m_flGoalFeetYaw += 49.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

            break;

            animstate->m_flGoalFeetYaw += 30.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

            break;

            animstate->m_flGoalFeetYaw += 42.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

            break;

            animstate->m_flGoalFeetYaw += 34.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

            break;


            animstate->m_flGoalFeetYaw += 1.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

            break;

            animstate->m_flGoalFeetYaw += 56.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

            break;

            animstate->m_flGoalFeetYaw += 58.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

            break;

            animstate->m_flGoalFeetYaw += 88.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

            break;

            animstate->m_flGoalFeetYaw += 63.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

            break;

            animstate->m_flGoalFeetYaw += 65.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

            break;


            animstate->m_flGoalFeetYaw += 37.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

            break;

            animstate->m_flGoalFeetYaw += 64.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

            break;

            animstate->m_flGoalFeetYaw += 29.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

            break;

            animstate->m_flGoalFeetYaw += 69.f;
            //haha omegalul 420 very funny
            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

            break;

            animstate->m_flGoalFeetYaw += 35.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

            break;

            animstate->m_flGoalFeetYaw += 19.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

            break;

            animstate->m_flGoalFeetYaw += 60.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

            break;

            animstate->m_flGoalFeetYaw += 79.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

            break;

            animstate->m_flGoalFeetYaw += 70.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

            break;

            animstate->m_flGoalFeetYaw += 62.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

            break;

            animstate->m_flGoalFeetYaw += 67.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

            break;

            animstate->m_flGoalFeetYaw += 84.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

            break;

            animstate->m_flGoalFeetYaw += 4.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

            break;

        }





        /*if (forward) {

            FreestandSide[idx] *= -1;

            ResolverMode[idx] += "B";

            animstate->m_flGoalFeetYaw += 60;

            if (csgo->missedshots[idx]);

            animstate->m_flGoalFeetYaw -= 60;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);



        }

        else*/

        //{

        if (backward)

        {

            ResolverMode[idx] += "A";

            animstate->m_flGoalFeetYaw = Math::RandomFloat(90, -90);

            switch (csgo->missedshots[idx] % 1)

            {

            case 0:
                animstate->m_flGoalFeetYaw += 90.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

                break;

                animstate->m_flGoalFeetYaw += 89.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 27.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

                break;

                animstate->m_flGoalFeetYaw += 23.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

                break;


                animstate->m_flGoalFeetYaw += 47.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

                break;

                animstate->m_flGoalFeetYaw += 22.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

                break;

                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 80.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

                break;

                animstate->m_flGoalFeetYaw += 59.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

                break;

                animstate->m_flGoalFeetYaw += 71.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

                break;

                animstate->m_flGoalFeetYaw += 24.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

                break;

                animstate->m_flGoalFeetYaw += 81.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

                break;

                animstate->m_flGoalFeetYaw += 9.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 21.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 86.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

                break;

                animstate->m_flGoalFeetYaw += 78.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

                break;

                animstate->m_flGoalFeetYaw += 12.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

                break;

                animstate->m_flGoalFeetYaw += 83.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

                break;

                animstate->m_flGoalFeetYaw += 44.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

                break;

                animstate->m_flGoalFeetYaw += 33.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 49.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

                break;

                animstate->m_flGoalFeetYaw += 30.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

                break;

                animstate->m_flGoalFeetYaw += 42.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

                break;

                animstate->m_flGoalFeetYaw += 34.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

                break;


                animstate->m_flGoalFeetYaw += 1.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 58.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

                break;

                animstate->m_flGoalFeetYaw += 88.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

                break;

                animstate->m_flGoalFeetYaw += 63.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

                break;

                animstate->m_flGoalFeetYaw += 65.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

                break;


                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 64.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

                break;

                animstate->m_flGoalFeetYaw += 29.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

                break;

                animstate->m_flGoalFeetYaw += 69.f;
                //haha omegalul 420 very funny
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

                break;

                animstate->m_flGoalFeetYaw += 35.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

                break;

                animstate->m_flGoalFeetYaw += 19.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

                break;

                animstate->m_flGoalFeetYaw += 60.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

                break;

                animstate->m_flGoalFeetYaw += 79.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

                break;

                animstate->m_flGoalFeetYaw += 70.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

                break;

                animstate->m_flGoalFeetYaw += 62.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

                break;

                animstate->m_flGoalFeetYaw += 67.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 4.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

                break;

            }

        }


        float CurrentAngle = player->GetEyeAngles().y;

        static float LastAngle[64];

        static int LastBrute[64];

        int i = player->GetIndex();

        if (!Math::IsNearEqual(CurrentAngle, LastAngle[i], 90.f)) {
            switch (csgo->missedshots[idx] % 1) {
            case 0:
                animstate->m_flGoalFeetYaw += 90.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

                break;

                animstate->m_flGoalFeetYaw += 89.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 27.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

                break;

                animstate->m_flGoalFeetYaw += 23.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

                break;


                animstate->m_flGoalFeetYaw += 47.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

                break;

                animstate->m_flGoalFeetYaw += 22.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

                break;

                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 80.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

                break;

                animstate->m_flGoalFeetYaw += 59.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

                break;

                animstate->m_flGoalFeetYaw += 71.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

                break;

                animstate->m_flGoalFeetYaw += 24.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

                break;

                animstate->m_flGoalFeetYaw += 81.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

                break;

                animstate->m_flGoalFeetYaw += 9.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 21.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 86.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

                break;

                animstate->m_flGoalFeetYaw += 78.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

                break;

                animstate->m_flGoalFeetYaw += 12.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

                break;

                animstate->m_flGoalFeetYaw += 83.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

                break;

                animstate->m_flGoalFeetYaw += 44.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

                break;

                animstate->m_flGoalFeetYaw += 33.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 49.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

                break;

                animstate->m_flGoalFeetYaw += 30.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

                break;

                animstate->m_flGoalFeetYaw += 42.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

                break;

                animstate->m_flGoalFeetYaw += 34.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

                break;


                animstate->m_flGoalFeetYaw += 1.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 58.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

                break;

                animstate->m_flGoalFeetYaw += 88.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

                break;

                animstate->m_flGoalFeetYaw += 63.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

                break;

                animstate->m_flGoalFeetYaw += 65.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

                break;


                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 64.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

                break;

                animstate->m_flGoalFeetYaw += 29.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

                break;

                animstate->m_flGoalFeetYaw += 69.f;
                //haha omegalul 420 very funny
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

                break;

                animstate->m_flGoalFeetYaw += 35.f;
             
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

                break;

                animstate->m_flGoalFeetYaw += 19.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

                break;

                animstate->m_flGoalFeetYaw += 60.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

                break;

                animstate->m_flGoalFeetYaw += 79.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

                break;

                animstate->m_flGoalFeetYaw += 70.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

                break;

                animstate->m_flGoalFeetYaw += 62.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

                break;

                animstate->m_flGoalFeetYaw += 67.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 4.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

                break;
            }
        }
    }





    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);

}



void HandleHits(IBasePlayer* pEnt)

{

    auto NetChannel = interfaces.engine->GetNetChannelInfo();



    if (!NetChannel)

        return;





    static float predTime[65];

    static bool init[65];



    if (csgo->firedshots[pEnt->EntIndex()])

    {

        if (init[pEnt->EntIndex()])

        {

            resolver->pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;

            predTime[pEnt->EntIndex()] = interfaces.global_vars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(interfaces.engine->GetNetChannel()->iChokedPackets);

            init[pEnt->EntIndex()] = false;

        }



        if (interfaces.global_vars->curtime > predTime[pEnt->EntIndex()] && !csgo->hitshots[pEnt->EntIndex()])

        {

            csgo->missedshots[pEnt->EntIndex()] += 1;

            csgo->firedshots[pEnt->EntIndex()] = false;

        }

        else if (interfaces.global_vars->curtime <= predTime[pEnt->EntIndex()] && csgo->hitshots[pEnt->EntIndex()])

            csgo->firedshots[pEnt->EntIndex()] = false;



    }

    else

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



    csgo->hitshots[pEnt->EntIndex()] = false;

}





void CResolver::FrameStage(ClientFrameStage_t stage)

{

    if (!csgo->local || !interfaces.engine->IsInGame())

        return;



    static bool  wasDormant[65];



    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)

    {

        IBasePlayer* pPlayerEntity = interfaces.ent_list->GetClientEntity(i);



        if (!pPlayerEntity

            || !pPlayerEntity->isAlive())

            continue;

        if (pPlayerEntity->IsDormant())

        {

            wasDormant[i] = true;

            continue;

        }



        if (stage == FRAME_RENDER_START)

        {

            HandleHits(pPlayerEntity);

            Do(pPlayerEntity);

        }



        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != csgo->local)

        {

            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

struct animation;

class CResolver

{

private:

    float GetLeftYaw(IBasePlayer*);

    float GetRightYaw(IBasePlayer*);

    bool TargetSide(IBasePlayer*);

    void DetectSide(IBasePlayer*, int*);



    bool TargetJitter(IBasePlayer*, bool);

    bool DoesHaveJitter(IBasePlayer*, int*);

    int FreestandSide[64];

public:

    bool UseFreestandAngle[65];

    float pitchHit[65];

    float FreestandAngle[65];

    float GetAngle(IBasePlayer*);

    float GetForwardYaw(IBasePlayer*);

    float GetBackwardYaw(IBasePlayer*);

    void Do(IBasePlayer*);

    void CreateMove();

    void FrameStage(ClientFrameStage_t stage);

};

extern CResolver* resolver;

extern std::string ResolverMode[65];

Also dont know how to make reaction restriction so sorry, but everyone has 5 reaction on yg.

Edit: Also every switch has only 1 case, cuz i was testing something
не вам че вообще делатт нехуц это пиздец какой то
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
очередной щитпост, походу скоро придется создать тред с нормальным ресольвером, а то пастеры не угомонятся.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Yo sup, i used random number generator for this resolver, and i will probably miss xy0, havent tried it yet. Anyways, credits for the resolver: @PIPIDUROKARAILEK

Resolver.cpp

C++:
Expand Collapse Copy
#include "Hooks.h"

#include "Resolver.h"

#include "RageBacktracking.h"

#include "Ragebot.h"

#include "AnimationFix.h"

#include <string>

#include <iostream>

#include <fstream>

#include <istream>





std::string ResolverMode[65];

int last_ticks[65];

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 - 90.f);

}



float CResolver::GetRightYaw(IBasePlayer* player) {

    return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);

}

bool CResolver::TargetJitter(IBasePlayer* player, bool v2) {

    float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);

    return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 50.f))

        >= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 50.f));

}

bool CResolver::TargetSide(IBasePlayer* player) {

    float yaw = Math::NormalizeYaw(GetBackwardYaw(player));

    float angle = GetAngle(player);

    return fabsf(angle - Math::NormalizeYaw(yaw + 60.f))

        >= fabsf(angle - Math::NormalizeYaw(yaw - 60.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;

    CTraceFilter filter;



    Math::AngleVectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);



    filter.pSkip = player;

    src3D = player->GetEyePosition();

    dst3D = src3D + (forward * 384); //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 * 35, dst3D + right * 35);

    interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);

    right_two = (tr.endpos - tr.startpos).Length();



    ray3.Init(src3D - right * 35, dst3D - right * 35);

    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);

    left_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], 50.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::CreateMove()

{

    if (!csgo->local->isAlive())

        return;



    if (!csgo->weapon->IsGun())

        return;





    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)

    {

        auto player = interfaces.ent_list->GetClientEntity(i);



        if (!player || !player->isAlive() || player->IsDormant() || player->GetTeam() == csgo->local->GetTeam())

            continue;



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

        auto idx = player->GetIndex();

        float angToLocal = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;

        Vector ViewPoint = csgo->local->GetOrigin() + Vector(0, 0, 90);

        Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))),(45 * cos(DEG2RAD(angToLocal))) };

        Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))) ,(45 * cos(DEG2RAD(angToLocal + 180))) };



        Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))),(50 * cos(DEG2RAD(angToLocal))) };

        Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))) ,(50 * cos(DEG2RAD(angToLocal + 180))) };



        Vector Origin = player->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 ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };



            if (g_AutoWall.CanHitFloatingPoint(OriginAutowall, ViewPoint))

            {

                if (side == 0)

                {

                    HitSide1 = true;

                    FreestandSide[idx] = -1;

                }

                else if (side == 1)

                {

                    HitSide2 = true;

                    FreestandSide[idx] = 1;

                }



                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;

                            FreestandSide[idx] = -1;

                            //FreestandAngle[player->EntIndex()] = 90;

                        }

                        else if (sidealternative == 1)

                        {

                            HitSide2 = true;

                            FreestandSide[idx] = 1;

                            //FreestandAngle[player->EntIndex()] = -90;

                        }



                        Autowalled = true;

                    }

                }

            }

        }

    }

}





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() <= 0)

        return;



    int idx = player->GetIndex();



    if (player->GetPlayerInfo().fakeplayer)

        return;



    if (!(player->GetFlags() & FL_ONGROUND))

        return;



    auto eyeangy = player->GetEyeAngles().y;

    auto backward = Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;

    auto right =  Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);

    auto left = Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y - 90.f);

    float angle = GetAngle(player);









    int new_side = 0;

    if (DoesHaveJitter(player, &new_side)/* && player->GetEyeAngles().x < 45*/) {

        switch (csgo->missedshots[idx] % 2) {

        case 0:

            ResolverMode[idx] = "AB";

            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 90.f * new_side);

            break;

        case 1:

            ResolverMode[idx] = "AC";

            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * new_side);

            break;

        }

    }

    else

    {

        //bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 90.f;

        //if (csgo->missedshots[idx]) {

        ResolverMode[idx] = "Main";

        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(Math::RandomFloat(angle - 90.f, angle + 90.f));



        switch (csgo->missedshots[idx] % 1)

        {

        case 0:
            animstate->m_flGoalFeetYaw += 90.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

            break;

            animstate->m_flGoalFeetYaw += 89.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

            break;

            animstate->m_flGoalFeetYaw += 56.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

            break;

            animstate->m_flGoalFeetYaw += 27.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

            break;

            animstate->m_flGoalFeetYaw += 23.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

            break;


            animstate->m_flGoalFeetYaw += 47.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

            break;

            animstate->m_flGoalFeetYaw += 22.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

            break;

            animstate->m_flGoalFeetYaw += 37.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

            break;

            animstate->m_flGoalFeetYaw += 80.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

            break;

            animstate->m_flGoalFeetYaw += 59.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

            break;

            animstate->m_flGoalFeetYaw += 71.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

            break;

            animstate->m_flGoalFeetYaw += 24.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

            break;

            animstate->m_flGoalFeetYaw += 81.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

            break;

            animstate->m_flGoalFeetYaw += 9.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

            break;

            animstate->m_flGoalFeetYaw += 84.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

            break;

            animstate->m_flGoalFeetYaw += 21.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

            break;

            animstate->m_flGoalFeetYaw += 55.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

            break;

            animstate->m_flGoalFeetYaw += 86.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

            break;

            animstate->m_flGoalFeetYaw += 78.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

            break;

            animstate->m_flGoalFeetYaw += 12.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

            break;

            animstate->m_flGoalFeetYaw += 83.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

            break;

            animstate->m_flGoalFeetYaw += 44.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

            break;

            animstate->m_flGoalFeetYaw += 33.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

            break;

            animstate->m_flGoalFeetYaw += 55.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

            break;

            animstate->m_flGoalFeetYaw += 49.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

            break;

            animstate->m_flGoalFeetYaw += 30.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

            break;

            animstate->m_flGoalFeetYaw += 42.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

            break;

            animstate->m_flGoalFeetYaw += 34.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

            break;


            animstate->m_flGoalFeetYaw += 1.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

            break;

            animstate->m_flGoalFeetYaw += 56.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

            break;

            animstate->m_flGoalFeetYaw += 58.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

            break;

            animstate->m_flGoalFeetYaw += 88.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

            break;

            animstate->m_flGoalFeetYaw += 63.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

            break;

            animstate->m_flGoalFeetYaw += 65.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

            break;


            animstate->m_flGoalFeetYaw += 37.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

            break;

            animstate->m_flGoalFeetYaw += 64.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

            break;

            animstate->m_flGoalFeetYaw += 29.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

            break;

            animstate->m_flGoalFeetYaw += 69.f;
            //haha omegalul 420 very funny
            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

            break;

            animstate->m_flGoalFeetYaw += 35.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

            break;

            animstate->m_flGoalFeetYaw += 19.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

            break;

            animstate->m_flGoalFeetYaw += 60.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

            break;

            animstate->m_flGoalFeetYaw += 79.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

            break;

            animstate->m_flGoalFeetYaw += 70.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

            break;

            animstate->m_flGoalFeetYaw += 62.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

            break;

            animstate->m_flGoalFeetYaw += 67.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

            break;

            animstate->m_flGoalFeetYaw += 84.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

            break;

            animstate->m_flGoalFeetYaw += 4.f;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

            break;

        }





        /*if (forward) {

            FreestandSide[idx] *= -1;

            ResolverMode[idx] += "B";

            animstate->m_flGoalFeetYaw += 60;

            if (csgo->missedshots[idx]);

            animstate->m_flGoalFeetYaw -= 60;

            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);



        }

        else*/

        //{

        if (backward)

        {

            ResolverMode[idx] += "A";

            animstate->m_flGoalFeetYaw = Math::RandomFloat(90, -90);

            switch (csgo->missedshots[idx] % 1)

            {

            case 0:
                animstate->m_flGoalFeetYaw += 90.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

                break;

                animstate->m_flGoalFeetYaw += 89.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 27.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

                break;

                animstate->m_flGoalFeetYaw += 23.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

                break;


                animstate->m_flGoalFeetYaw += 47.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

                break;

                animstate->m_flGoalFeetYaw += 22.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

                break;

                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 80.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

                break;

                animstate->m_flGoalFeetYaw += 59.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

                break;

                animstate->m_flGoalFeetYaw += 71.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

                break;

                animstate->m_flGoalFeetYaw += 24.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

                break;

                animstate->m_flGoalFeetYaw += 81.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

                break;

                animstate->m_flGoalFeetYaw += 9.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 21.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 86.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

                break;

                animstate->m_flGoalFeetYaw += 78.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

                break;

                animstate->m_flGoalFeetYaw += 12.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

                break;

                animstate->m_flGoalFeetYaw += 83.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

                break;

                animstate->m_flGoalFeetYaw += 44.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

                break;

                animstate->m_flGoalFeetYaw += 33.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 49.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

                break;

                animstate->m_flGoalFeetYaw += 30.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

                break;

                animstate->m_flGoalFeetYaw += 42.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

                break;

                animstate->m_flGoalFeetYaw += 34.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

                break;


                animstate->m_flGoalFeetYaw += 1.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 58.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

                break;

                animstate->m_flGoalFeetYaw += 88.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

                break;

                animstate->m_flGoalFeetYaw += 63.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

                break;

                animstate->m_flGoalFeetYaw += 65.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

                break;


                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 64.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

                break;

                animstate->m_flGoalFeetYaw += 29.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

                break;

                animstate->m_flGoalFeetYaw += 69.f;
                //haha omegalul 420 very funny
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

                break;

                animstate->m_flGoalFeetYaw += 35.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

                break;

                animstate->m_flGoalFeetYaw += 19.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

                break;

                animstate->m_flGoalFeetYaw += 60.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

                break;

                animstate->m_flGoalFeetYaw += 79.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

                break;

                animstate->m_flGoalFeetYaw += 70.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

                break;

                animstate->m_flGoalFeetYaw += 62.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

                break;

                animstate->m_flGoalFeetYaw += 67.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 4.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

                break;

            }

        }


        float CurrentAngle = player->GetEyeAngles().y;

        static float LastAngle[64];

        static int LastBrute[64];

        int i = player->GetIndex();

        if (!Math::IsNearEqual(CurrentAngle, LastAngle[i], 90.f)) {
            switch (csgo->missedshots[idx] % 1) {
            case 0:
                animstate->m_flGoalFeetYaw += 90.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 90.f);

                break;

                animstate->m_flGoalFeetYaw += 89.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 89.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 27.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 27.f);

                break;

                animstate->m_flGoalFeetYaw += 23.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 23.f);

                break;


                animstate->m_flGoalFeetYaw += 47.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 47.f);

                break;

                animstate->m_flGoalFeetYaw += 22.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 22.f);

                break;

                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 80.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 80.f);

                break;

                animstate->m_flGoalFeetYaw += 59.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 59.f);

                break;

                animstate->m_flGoalFeetYaw += 71.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 71.f);

                break;

                animstate->m_flGoalFeetYaw += 24.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 24.f);

                break;

                animstate->m_flGoalFeetYaw += 81.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 81.f);

                break;

                animstate->m_flGoalFeetYaw += 9.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 9.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 21.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 21.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 86.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 86.f);

                break;

                animstate->m_flGoalFeetYaw += 78.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 78.f);

                break;

                animstate->m_flGoalFeetYaw += 12.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 12.f);

                break;

                animstate->m_flGoalFeetYaw += 83.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 83.f);

                break;

                animstate->m_flGoalFeetYaw += 44.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 44.f);

                break;

                animstate->m_flGoalFeetYaw += 33.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 33.f);

                break;

                animstate->m_flGoalFeetYaw += 55.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 55.f);

                break;

                animstate->m_flGoalFeetYaw += 49.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 49.f);

                break;

                animstate->m_flGoalFeetYaw += 30.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 30.f);

                break;

                animstate->m_flGoalFeetYaw += 42.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 42.f);

                break;

                animstate->m_flGoalFeetYaw += 34.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 34.f);

                break;


                animstate->m_flGoalFeetYaw += 1.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 1.f);

                break;

                animstate->m_flGoalFeetYaw += 56.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 56.f);

                break;

                animstate->m_flGoalFeetYaw += 58.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 58.f);

                break;

                animstate->m_flGoalFeetYaw += 88.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 88.f);

                break;

                animstate->m_flGoalFeetYaw += 63.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 63.f);

                break;

                animstate->m_flGoalFeetYaw += 65.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 65.f);

                break;


                animstate->m_flGoalFeetYaw += 37.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 37.f);

                break;

                animstate->m_flGoalFeetYaw += 64.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 64.f);

                break;

                animstate->m_flGoalFeetYaw += 29.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 29.f);

                break;

                animstate->m_flGoalFeetYaw += 69.f;
                //haha omegalul 420 very funny
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 69.f);

                break;

                animstate->m_flGoalFeetYaw += 35.f;
             
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 35.f);

                break;

                animstate->m_flGoalFeetYaw += 19.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 19.f);

                break;

                animstate->m_flGoalFeetYaw += 60.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 60.f);

                break;

                animstate->m_flGoalFeetYaw += 79.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 79.f);

                break;

                animstate->m_flGoalFeetYaw += 70.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 70.f);

                break;

                animstate->m_flGoalFeetYaw += 62.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 62.f);

                break;

                animstate->m_flGoalFeetYaw += 67.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 67.f);

                break;

                animstate->m_flGoalFeetYaw += 84.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 84.f);

                break;

                animstate->m_flGoalFeetYaw += 4.f;

                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 4.f);

                break;
            }
        }
    }





    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);

}



void HandleHits(IBasePlayer* pEnt)

{

    auto NetChannel = interfaces.engine->GetNetChannelInfo();



    if (!NetChannel)

        return;





    static float predTime[65];

    static bool init[65];



    if (csgo->firedshots[pEnt->EntIndex()])

    {

        if (init[pEnt->EntIndex()])

        {

            resolver->pitchHit[pEnt->EntIndex()] = pEnt->GetEyeAngles().x;

            predTime[pEnt->EntIndex()] = interfaces.global_vars->curtime + NetChannel->GetAvgLatency(FLOW_INCOMING) + NetChannel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(interfaces.engine->GetNetChannel()->iChokedPackets);

            init[pEnt->EntIndex()] = false;

        }



        if (interfaces.global_vars->curtime > predTime[pEnt->EntIndex()] && !csgo->hitshots[pEnt->EntIndex()])

        {

            csgo->missedshots[pEnt->EntIndex()] += 1;

            csgo->firedshots[pEnt->EntIndex()] = false;

        }

        else if (interfaces.global_vars->curtime <= predTime[pEnt->EntIndex()] && csgo->hitshots[pEnt->EntIndex()])

            csgo->firedshots[pEnt->EntIndex()] = false;



    }

    else

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



    csgo->hitshots[pEnt->EntIndex()] = false;

}





void CResolver::FrameStage(ClientFrameStage_t stage)

{

    if (!csgo->local || !interfaces.engine->IsInGame())

        return;



    static bool  wasDormant[65];



    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)

    {

        IBasePlayer* pPlayerEntity = interfaces.ent_list->GetClientEntity(i);



        if (!pPlayerEntity

            || !pPlayerEntity->isAlive())

            continue;

        if (pPlayerEntity->IsDormant())

        {

            wasDormant[i] = true;

            continue;

        }



        if (stage == FRAME_RENDER_START)

        {

            HandleHits(pPlayerEntity);

            Do(pPlayerEntity);

        }



        if (stage == FRAME_NET_UPDATE_END && pPlayerEntity != csgo->local)

        {

            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

struct animation;

class CResolver

{

private:

    float GetLeftYaw(IBasePlayer*);

    float GetRightYaw(IBasePlayer*);

    bool TargetSide(IBasePlayer*);

    void DetectSide(IBasePlayer*, int*);



    bool TargetJitter(IBasePlayer*, bool);

    bool DoesHaveJitter(IBasePlayer*, int*);

    int FreestandSide[64];

public:

    bool UseFreestandAngle[65];

    float pitchHit[65];

    float FreestandAngle[65];

    float GetAngle(IBasePlayer*);

    float GetForwardYaw(IBasePlayer*);

    float GetBackwardYaw(IBasePlayer*);

    void Do(IBasePlayer*);

    void CreateMove();

    void FrameStage(ClientFrameStage_t stage);

};

extern CResolver* resolver;

extern std::string ResolverMode[65];

Also dont know how to make reaction restriction so sorry, but everyone has 5 reaction on yg.

Edit: Also every switch has only 1 case, cuz i was testing something
P RESOLVER.
AIMWARE.NET BRUTEFORCE...
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
P RESOLVER.
AIMWARE.NET BRUTEFORCE...
ладно.
1598516842341.png
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
/del cringe/meme post.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
часть кода вобще не нужно, и зачем переделывать код с гемини на вейве, когда есть мутини и нормальный резольвер сайд, ах да мы же не можем понять что куда там, идет база через хеши, ну а нам пофиг
 
очередной щитпост, походу скоро придется создать тред с нормальным ресольвером, а то пастеры не угомонятся.
Поддерживаю. Кровь с глаз течёт при виде очередного "резольвера"
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
thx for resolver really p
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
беда с бошкой
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Назад
Сверху Снизу