C++ Resolver for lw (actually decent)

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Hello everyone. I wanted to release the resolver I've been working on for the past 4 days. I release it because I really don't care much about it. It includes lkfakof bruteforce and some random meme resolver. If you want to improve it feel free. I put no reactions on this because I think it makes 0 sense to do so.

Resolver.cpp:

C++:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com

#include "animation_system.h"
#include "..\ragebot\aim.h"

void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
    original_pitch = math::normalize_pitch(pitch);
}

void resolver::reset()
{
    player = nullptr;
    player_record = nullptr;

    side = false;
    fake = false;

    was_first_bruteforce = false;
    was_second_bruteforce = false;

    original_goal_feet_yaw = 0.0f;
    original_pitch = 0.0f;
}


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

float ApproachAngle(float flTarget, float flValue, float flSpeed)
{
    flTarget = flAngleMod(flTarget);
    flValue = flAngleMod(flValue);

    float delta = flTarget - flValue;

    if (flSpeed < 0)
        flSpeed = -flSpeed;

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

    if (delta > flSpeed)
        flValue += flSpeed;
    else if (delta < -flSpeed)
        flValue -= flSpeed;
    else
        flValue = flTarget;

    return flValue;
}

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

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

void resolver::resolve(player_t* player)
{
    if (!player || !player->get_animation_state())
        return;



    auto animState = player->get_animation_state();

    if (!animState)
        return;

    Vector velocity = player->m_vecVelocity();
    float spd = velocity.LengthSqr();
    if (spd > std::powf(1.2f * 260.0f, 2.f)) {
        Vector velocity_normalized = velocity.Normalized();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float Resolveyaw = animState->m_flGoalFeetYaw;

    auto delta_time
        = fmaxf(m_globals()->m_curtime - animState->m_flLastClientSideAnimationUpdateTime, 0.f);

    float deltatime = fabs(delta_time);
    float stop_to_full_running_fraction = 0.f;
    bool is_standing = true;
    float v25 = std::clamp(player->m_flDuckAmount() + animState->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = animState->m_fDuckAmount;
    float v27 = deltatime * 6.0f;
    float v28;

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

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

    Vector animationVelocity = velocity;
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = player->m_hActiveWeapon().Get();
    if (!weapon)
        return;

    auto wpndata = weapon->get_csweapon_info();

    if (!wpndata)
        return;

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

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed_2 = speed / (flMaxMovementSpeed * 0.340f);

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

    float flYawModifier = (((stop_to_full_running_fraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = std::clamp(flDuckingSpeed_2, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    float flMaxBodyYaw = *reinterpret_cast<float*>(&animState->pad10[512]);
    float flMinBodyYaw = *reinterpret_cast<float*>(&animState->pad10[516]);



    float flEyeYaw = player->m_angEyeAngles().y;

    float flEyeDiff = std::remainderf(flEyeYaw - Resolveyaw, 360.f);

    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw > flEyeDiff)
            Resolveyaw = fabs(flMinBodyYaw) + flEyeYaw;
    }
    else {
        Resolveyaw = flEyeYaw - fabs(flMaxBodyYaw);
    }

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        Resolveyaw = ApproachAngle(
            flEyeYaw,
            Resolveyaw,
            ((stop_to_full_running_fraction * 20.0f) + 30.0f)
            * deltatime);
    }
    else {
        Resolveyaw = ApproachAngle(
            player->m_flLowerBodyYawTarget(),
            Resolveyaw,
            deltatime * 100.0f);
    }

    if (stop_to_full_running_fraction > 0.0 && stop_to_full_running_fraction < 1.0)
    {
        const auto interval = m_globals()->m_intervalpertick * 2.f;

        if (is_standing)
            stop_to_full_running_fraction = stop_to_full_running_fraction - interval;
        else
            stop_to_full_running_fraction = interval + stop_to_full_running_fraction;

        stop_to_full_running_fraction = std::clamp(stop_to_full_running_fraction, 0.f, 1.f);
    }

    if (speed > 135.2f && is_standing)
    {
        stop_to_full_running_fraction = fmaxf(stop_to_full_running_fraction, .0099999998f);
        is_standing = false;
    }

    if (speed < 135.2f && !is_standing)
    {
        stop_to_full_running_fraction = fminf(stop_to_full_running_fraction, .99000001f);
        is_standing = true;
    }


    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;
    float brute_yaw = Resolveyaw;
    brute_yaw = std::remainderf(brute_yaw, 360.f);

    switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
    {
    case 0:
        player->get_animation_state()->m_flGoalFeetYaw = Left;
        break;
    case 1:
        player->get_animation_state()->m_flGoalFeetYaw = brute_yaw;
        break;
    case 2:
        player->get_animation_state()->m_flGoalFeetYaw = Right;
        break;
    default:
        break;
    }

}

float resolver::resolve_pitch()
{
    return original_pitch;
}
Animation.cpp:

C++:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com

#include "animation_system.h"
#include "..\misc\misc.h"
#include "..\misc\logs.h"

std::deque <adjust_data> player_records[65];

void lagcompensation::fsn(ClientFrameStage_t stage)
{
    if (stage != FRAME_NET_UPDATE_END)
        return;

    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled)
        return;

    for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (e == g_ctx.local())
            continue;

        if (!valid(i, e))
            continue;

        auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount);

        if (time_delta > 1.0f / m_globals()->m_intervalpertick)
            continue;

        auto update = player_records[i].empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550

        if (update && !player_records[i].empty())
        {
            auto server_tick = m_clientstate()->m_iServerTick - i % m_globals()->m_timestamprandomizewindow;
            auto current_tick = server_tick - server_tick % m_globals()->m_timestampnetworkingbase;

            if (TIME_TO_TICKS(e->m_flOldSimulationTime()) < current_tick && TIME_TO_TICKS(e->m_flSimulationTime()) == current_tick)
            {
                auto layer = &e->get_animlayers()[11];
                auto previous_layer = &player_records[i].front().layers[11];

                if (layer->m_flCycle == previous_layer->m_flCycle) //-V550
                {
                    e->m_flSimulationTime() = e->m_flOldSimulationTime();
                    update = false;
                }
            }
        }

        if (update) //-V550
        {
            if (!player_records[i].empty() && (e->m_vecOrigin() - player_records[i].front().origin).LengthSqr() > 4096.0f)
                for (auto& record : player_records[i])
                    record.invalid = true;

            player_records[i].emplace_front(adjust_data());
            update_player_animations(e);

            while (player_records[i].size() > 32)
                player_records[i].pop_back();
        }
    }
}

bool lagcompensation::valid(int i, player_t* e)
{
    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled || !e->valid(false))
    {
        if (!e->is_alive())
        {
            is_dormant[i] = false;
            player_resolver[i].reset();

            g_ctx.globals.fired_shots[i] = 0;
            g_ctx.globals.missed_shots[i] = 0;
        }
        else if (e->IsDormant())
            is_dormant[i] = true;

        player_records[i].clear();
        return false;
    }

    return true;
}

void lagcompensation::update_player_animations(player_t* e)
{
    auto animstate = e->get_animation_state();

    if (!animstate)
        return;

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(e->EntIndex(), &player_info))
        return;

    auto records = &player_records[e->EntIndex()]; //-V826

    if (records->empty())
        return;

    adjust_data* previous_record = nullptr;

    if (records->size() >= 2)
        previous_record = &records->at(1);

    auto record = &records->front();

    AnimationLayer animlayers[15];

    memcpy(animlayers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(record->layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    auto backup_lower_body_yaw_target = e->m_flLowerBodyYawTarget();
    auto backup_duck_amount = e->m_flDuckAmount();
    auto backup_flags = e->m_fFlags();
    auto backup_eflags = e->m_iEFlags();

    auto backup_curtime = m_globals()->m_curtime; //-V807
    auto backup_frametime = m_globals()->m_frametime;
    auto backup_realtime = m_globals()->m_realtime;
    auto backup_framecount = m_globals()->m_framecount;
    auto backup_tickcount = m_globals()->m_tickcount;
    auto backup_interpolation_amount = m_globals()->m_interpolation_amount;

    m_globals()->m_curtime = e->m_flSimulationTime();
    m_globals()->m_frametime = m_globals()->m_intervalpertick;

    if (previous_record)
    {
        auto velocity = e->m_vecVelocity();
        auto was_in_air = e->m_fFlags() & FL_ONGROUND && previous_record->flags & FL_ONGROUND;

        auto time_difference = max(m_globals()->m_intervalpertick, e->m_flSimulationTime() - previous_record->simulation_time);
        auto origin_delta = e->m_vecOrigin() - previous_record->origin;

        auto animation_speed = 0.0f;

        if (!origin_delta.IsZero() && TIME_TO_TICKS(time_difference) > 0)
        {
            e->m_vecVelocity() = origin_delta * (1.0f / time_difference);

            if (e->m_fFlags() & FL_ONGROUND && animlayers[11].m_flWeight > 0.0f && animlayers[11].m_flWeight < 1.0f && animlayers[11].m_flCycle > previous_record->layers[11].m_flCycle)
            {
                auto weapon = e->m_hActiveWeapon().Get();

                if (weapon)
                {
                    auto max_speed = 260.0f;
                    auto weapon_info = e->m_hActiveWeapon().Get()->get_csweapon_info();

                    if (weapon_info)
                        max_speed = e->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

                    auto modifier = 0.35f * (1.0f - animlayers[11].m_flWeight);

                    if (modifier > 0.0f && modifier < 1.0f)
                        animation_speed = max_speed * (modifier + 0.55f);
                }
            }

            if (animation_speed > 0.0f)
            {
                animation_speed /= e->m_vecVelocity().Length2D();

                e->m_vecVelocity().x *= animation_speed;
                e->m_vecVelocity().y *= animation_speed;
            }

            if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
            {
                auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);

                if (!previous_velocity.IsZero() && !was_in_air)
                {
                    auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
                    auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));

                    auto average_direction = current_direction - previous_direction;
                    average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));

                    auto direction_cos = cos(average_direction);
                    auto dirrection_sin = sin(average_direction);

                    auto velocity_speed = e->m_vecVelocity().Length2D();

                    e->m_vecVelocity().x = direction_cos * velocity_speed;
                    e->m_vecVelocity().y = dirrection_sin * velocity_speed;
                }
            }

            if (!(e->m_fFlags() & FL_ONGROUND))
            {
                static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));

                auto fixed_timing = math::clamp(time_difference, m_globals()->m_intervalpertick, 1.0f);
                e->m_vecVelocity().z -= sv_gravity->GetFloat() * fixed_timing * 0.5f;
            }
            else
                e->m_vecVelocity().z = 0.0f;
        }
    }

    e->m_iEFlags() &= ~0x1800;

    if (e->m_fFlags() & FL_ONGROUND && e->m_vecVelocity().Length() > 0.0f && animlayers[6].m_flWeight <= 0.0f)
        e->m_vecVelocity().Zero();

    e->m_vecAbsVelocity() = e->m_vecVelocity();
    e->m_bClientSideAnimation() = true;

    if (is_dormant[e->EntIndex()])
    {
        is_dormant[e->EntIndex()] = false;

        if (e->m_fFlags() & FL_ONGROUND)
        {
            animstate->m_bOnGround = true;
            animstate->m_bInHitGroundAnimation = false;
        }

        animstate->time_since_in_air() = 0.0f;
        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
    }

    auto updated_animations = false;

    c_baseplayeranimationstate state;
    memcpy(&state, animstate, sizeof(c_baseplayeranimationstate));

    if (previous_record)
    {
        memcpy(e->get_animlayers(), previous_record->layers, e->animlayer_count() * sizeof(AnimationLayer));

        auto ticks_chocked = 1;
        auto simulation_ticks = TIME_TO_TICKS(e->m_flSimulationTime() - previous_record->simulation_time);

        if (simulation_ticks > 0 && simulation_ticks < 31)
            ticks_chocked = simulation_ticks;

        if (ticks_chocked > 1)
        {
            auto land_time = 0.0f;
            auto land_in_cycle = false;
            auto is_landed = false;
            auto on_ground = false;

            if (animlayers[4].m_flCycle < 0.5f && (!(e->m_fFlags() & FL_ONGROUND) || !(previous_record->flags & FL_ONGROUND)))
            {
                land_time = e->m_flSimulationTime() - animlayers[4].m_flPlaybackRate * animlayers[4].m_flCycle;
                land_in_cycle = land_time >= previous_record->simulation_time;
            }

            auto duck_amount_per_tick = (e->m_flDuckAmount() - previous_record->duck_amount) / ticks_chocked;

            for (auto i = 0; i < ticks_chocked; ++i)
            {
                auto lby_delta = fabs(math::normalize_yaw(e->m_flLowerBodyYawTarget() - previous_record->lby));

                if (lby_delta > 0.0f && e->m_vecVelocity().Length() < 5.0f)
                {
                    auto delta = ticks_chocked - i;
                    auto use_new_lby = true;

                    if (lby_delta < 1.0f)
                        use_new_lby = !delta; //-V547
                    else
                        use_new_lby = delta < 2;

                    e->m_flLowerBodyYawTarget() = use_new_lby ? backup_lower_body_yaw_target : previous_record->lby;
                }

                auto simulated_time = previous_record->simulation_time + TICKS_TO_TIME(i);

                if (duck_amount_per_tick) //-V550
                    e->m_flDuckAmount() = previous_record->duck_amount + duck_amount_per_tick * (float)i;

                on_ground = e->m_fFlags() & FL_ONGROUND;

                if (land_in_cycle && !is_landed)
                {
                    if (land_time <= simulated_time)
                    {
                        is_landed = true;
                        on_ground = true;
                    }
                    else
                        on_ground = previous_record->flags & FL_ONGROUND;
                }

                if (on_ground)
                    e->m_fFlags() |= FL_ONGROUND;
                else
                    e->m_fFlags() &= ~FL_ONGROUND;

                auto simulated_ticks = TIME_TO_TICKS(simulated_time);

                m_globals()->m_realtime = simulated_time;
                m_globals()->m_curtime = simulated_time;
                m_globals()->m_framecount = simulated_ticks;
                m_globals()->m_tickcount = simulated_ticks;
                m_globals()->m_interpolation_amount = 0.0f;

                g_ctx.globals.updating_animation = true;
                e->update_clientside_animation();
                g_ctx.globals.updating_animation = false;

                m_globals()->m_realtime = backup_realtime;
                m_globals()->m_curtime = backup_curtime;
                m_globals()->m_framecount = backup_framecount;
                m_globals()->m_tickcount = backup_tickcount;
                m_globals()->m_interpolation_amount = backup_interpolation_amount;

                updated_animations = true;
            }
        }
    }

    if (!updated_animations)
    {
        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;
    }

    memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

    auto setup_matrix = [&](player_t* e, AnimationLayer* layers, const int& matrix) -> void
    {
        e->invalidate_physics_recursive(8);

        AnimationLayer backup_layers[15];
        memcpy(backup_layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        memcpy(e->get_animlayers(), layers, e->animlayer_count() * sizeof(AnimationLayer));

        switch (matrix)
        {
        case MAIN:
            e->setup_bones_fixed(record->matrixes_data.main, BONE_USED_BY_ANYTHING);
            break;
        case NONE:
            e->setup_bones_fixed(record->matrixes_data.zero, BONE_USED_BY_HITBOX);
            break;
        case FIRST:
            e->setup_bones_fixed(record->matrixes_data.first, BONE_USED_BY_HITBOX);
            break;
        case SECOND:
            e->setup_bones_fixed(record->matrixes_data.second, BONE_USED_BY_HITBOX);
            break;
        }

        memcpy(e->get_animlayers(), backup_layers, e->animlayer_count() * sizeof(AnimationLayer));
    };

#if RELEASE
    if (!player_info.fakeplayer && g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled) //-V807
#else
    if (g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled)
#endif
    {
        animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()]; //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        previous_goal_feet_yaw[e->EntIndex()] = animstate->m_flGoalFeetYaw;
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y); //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, NONE);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, FIRST);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, SECOND);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], e->m_angEyeAngles().x);

        if (g_cfg.player_list.low_delta[e->EntIndex()])
        {
            switch (record->side)
            {
            case RESOLVER_FIRST:
                record->side = RESOLVER_LOW_FIRST;
                break;
            case RESOLVER_SECOND:
                record->side = RESOLVER_LOW_SECOND;
                break;
            case RESOLVER_LOW_FIRST:
                record->side = RESOLVER_FIRST;
                break;
            case RESOLVER_LOW_SECOND:
                record->side = RESOLVER_SECOND;
                break;
            }
        }

        switch (record->side)
        {
        case RESOLVER_ORIGINAL:
            animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];
            break;
        case RESOLVER_ZERO:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
            break;
        case RESOLVER_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);
            break;
        case RESOLVER_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);
            break;
        case RESOLVER_LOW_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 30.0f);
            break;
        case RESOLVER_LOW_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 30.0f);
            break;
        }

        e->m_angEyeAngles().x = player_resolver[e->EntIndex()].resolve_pitch();
    }

    g_ctx.globals.updating_animation = true;
    e->update_clientside_animation();
    g_ctx.globals.updating_animation = false;

    setup_matrix(e, animlayers, MAIN);
    memcpy(e->m_CachedBoneData().Base(), record->matrixes_data.main, e->m_CachedBoneData().Count() * sizeof(matrix3x4_t));

    m_globals()->m_curtime = backup_curtime;
    m_globals()->m_frametime = backup_frametime;

    e->m_flLowerBodyYawTarget() = backup_lower_body_yaw_target;
    e->m_flDuckAmount() = backup_duck_amount;
    e->m_fFlags() = backup_flags;
    e->m_iEFlags() = backup_eflags;

    memcpy(e->get_animlayers(), animlayers, e->animlayer_count() * sizeof(AnimationLayer));
    record->store_data(e, false);

    if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
        record->invalid = true;
}
Animation.h:

C++:
#pragma once

#include "..\..\includes.hpp"
#include "..\..\sdk\structs.hpp"

enum
{
    MAIN,
    NONE,
    FIRST,
    SECOND
};

enum resolver_type
{
    ORIGINAL,
    BRUTEFORCE,
    LBY,
    TRACE,
    DIRECTIONAL
};

enum resolver_side
{
    RESOLVER_ORIGINAL,
    RESOLVER_ZERO,
    RESOLVER_FIRST,
    RESOLVER_SECOND,
    RESOLVER_LOW_FIRST,
    RESOLVER_LOW_SECOND
};

struct matrixes
{
    matrix3x4_t main[MAXSTUDIOBONES];
    matrix3x4_t zero[MAXSTUDIOBONES];
    matrix3x4_t first[MAXSTUDIOBONES];
    matrix3x4_t second[MAXSTUDIOBONES];
};

class adjust_data;

class resolver
{
    player_t* player = nullptr;
    adjust_data* player_record = nullptr;

    bool side = false;
    bool fake = false;
    bool was_first_bruteforce = false;
    bool was_second_bruteforce = false;

    float lock_side = 0.0f;
    float original_goal_feet_yaw = 0.0f;
    float original_pitch = 0.0f;
    float resolve_way = 0.0f;
    int FreestandSide[64];
public:
    void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
    float GetAngle(player_t* e);
    void reset();
    void resolve(player_t* player);
    float resolve_pitch();
    void resolve_yaw();
    void Resolver_meme(player_t* entity);

    resolver_side last_side = RESOLVER_ORIGINAL;
};

class adjust_data //-V730
{
public:
    player_t* player;
    int i;

    AnimationLayer layers[15];
    matrixes matrixes_data;

    resolver_type type;
    resolver_side side;

    bool invalid;
    bool immune;
    bool dormant;
    bool bot;

    int flags;
    int bone_count;

    float simulation_time;
    float duck_amount;
    float lby;

    Vector angles;
    Vector abs_angles;
    Vector velocity;
    Vector origin;
    Vector mins;
    Vector maxs;

    adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        player = nullptr;
        i = -1;

        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        immune = false;
        dormant = false;
        bot = false;

        flags = 0;
        bone_count = 0;

        simulation_time = 0.0f;
        duck_amount = 0.0f;
        lby = 0.0f;

        angles.Zero();
        abs_angles.Zero();
        velocity.Zero();
        origin.Zero();
        mins.Zero();
        maxs.Zero();
    }

    adjust_data(player_t* e, bool store = true)
    {
        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        store_data(e, store);
    }

    void store_data(player_t* e, bool store = true)
    {
        if (!e->is_alive())
            return;
    
        player = e;
        i = player->EntIndex();

        if (store)
        {
            memcpy(layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
            memcpy(matrixes_data.main, player->m_CachedBoneData().Base(), player->m_CachedBoneData().Count() * sizeof(matrix3x4_t));
        }

        immune = player->m_bGunGameImmunity() || player->m_fFlags() & FL_FROZEN;
        dormant = player->IsDormant();

#if RELEASE
        player_info_t player_info;
        m_engine()->GetPlayerInfo(i, &player_info);

        bot = player_info.fakeplayer;
#else
        bot = false;
#endif

        flags = player->m_fFlags();
        bone_count = player->m_CachedBoneData().Count();

        simulation_time = player->m_flSimulationTime();
        duck_amount = player->m_flDuckAmount();
        lby = player->m_flLowerBodyYawTarget();

        angles = player->m_angEyeAngles();
        abs_angles = player->GetAbsAngles();
        velocity = player->m_vecVelocity();
        origin = player->m_vecOrigin();
        mins = player->GetCollideable()->OBBMins();
        maxs = player->GetCollideable()->OBBMaxs();
    }

    void adjust_player()
    {
        if (!valid(false))
            return;

        memcpy(player->get_animlayers(), layers, player->animlayer_count() * sizeof(AnimationLayer));
        memcpy(player->m_CachedBoneData().Base(), matrixes_data.main, player->m_CachedBoneData().Count() * sizeof(matrix3x4_t)); //-V807

        player->m_fFlags() = flags;
        player->m_CachedBoneData().m_Size = bone_count;

        player->m_flSimulationTime() = simulation_time;
        player->m_flDuckAmount() = duck_amount;
        player->m_flLowerBodyYawTarget() = lby;

        player->m_angEyeAngles() = angles;
        player->set_abs_angles(abs_angles);
        player->m_vecVelocity() = velocity;
        player->m_vecOrigin() = origin;
        player->set_abs_origin(origin);
        player->GetCollideable()->OBBMins() = mins;
        player->GetCollideable()->OBBMaxs() = maxs;
    }

    bool valid(bool extra_checks = true)
    {
        if (!this) //-V704
            return false;

        if (i > 0)
            player = (player_t*)m_entitylist()->GetClientEntity(i);

        if (!player)
            return false;

        if (player->m_lifeState() != LIFE_ALIVE)
            return false;

        if (immune)
            return false;

        if (dormant)
            return false;

        if (!extra_checks)
            return true;

        if (invalid)
            return false;

        auto net_channel_info = m_engine()->GetNetChannelInfo();

        if (!net_channel_info)
            return false;

        static auto sv_maxunlag = m_cvar()->FindVar(crypt_str("sv_maxunlag"));

        auto outgoing = net_channel_info->GetLatency(FLOW_OUTGOING);
        auto incoming = net_channel_info->GetLatency(FLOW_INCOMING);

        auto correct = math::clamp(outgoing + incoming + util::get_interpolation(), 0.0f, sv_maxunlag->GetFloat());
        
        auto curtime = g_ctx.local()->is_alive() ? TICKS_TO_TIME(g_ctx.globals.fixed_tickbase) : m_globals()->m_curtime; //-V807
        auto delta_time = correct - (curtime - simulation_time);

        if (fabs(delta_time) > 0.2f)
            return false;

        auto extra_choke = 0;

        if (g_ctx.globals.fakeducking)
            extra_choke = 14 - m_clientstate()->iChokedCommands;

        auto server_tickcount = extra_choke + m_globals()->m_tickcount + TIME_TO_TICKS(outgoing + incoming);
        auto dead_time = (int)(TICKS_TO_TIME(server_tickcount) - sv_maxunlag->GetFloat());

        if (simulation_time < (float)dead_time)
            return false;

        return true;
    }
};

class optimized_adjust_data
{
public:
    int i;
    player_t* player;

    float simulation_time;
    float duck_amount;

    Vector angles;
    Vector origin;

    optimized_adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        i = 0;
        player = nullptr;

        simulation_time = 0.0f;
        duck_amount = 0.0f;

        angles.Zero();
        origin.Zero();
    }
};

extern std::deque <adjust_data> player_records[65];

class lagcompensation : public singleton <lagcompensation>
{
public:
    void fsn(ClientFrameStage_t stage);
    bool valid(int i, player_t* e);
    void update_player_animations(player_t* e);

    resolver player_resolver[65];

    bool is_dormant[65];
    float previous_goal_feet_yaw[65];
};
 
Модератор форума
Модератор
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Оффлайн
Регистрация
26 Янв 2020
Сообщения
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Hello everyone. I wanted to release the resolver I've been working on for the past 4 days. I release it because I really don't care much about it. It includes lkfakof bruteforce and some random meme resolver. If you want to improve it feel free. I put no reactions on this because I think it makes 0 sense to do so.

Resolver.cpp:

C++:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com

#include "animation_system.h"
#include "..\ragebot\aim.h"

void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
    original_pitch = math::normalize_pitch(pitch);
}

void resolver::reset()
{
    player = nullptr;
    player_record = nullptr;

    side = false;
    fake = false;

    was_first_bruteforce = false;
    was_second_bruteforce = false;

    original_goal_feet_yaw = 0.0f;
    original_pitch = 0.0f;
}


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

float ApproachAngle(float flTarget, float flValue, float flSpeed)
{
    flTarget = flAngleMod(flTarget);
    flValue = flAngleMod(flValue);

    float delta = flTarget - flValue;

    if (flSpeed < 0)
        flSpeed = -flSpeed;

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

    if (delta > flSpeed)
        flValue += flSpeed;
    else if (delta < -flSpeed)
        flValue -= flSpeed;
    else
        flValue = flTarget;

    return flValue;
}

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

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

void resolver::resolve(player_t* player)
{
    if (!player || !player->get_animation_state())
        return;



    auto animState = player->get_animation_state();

    if (!animState)
        return;

    Vector velocity = player->m_vecVelocity();
    float spd = velocity.LengthSqr();
    if (spd > std::powf(1.2f * 260.0f, 2.f)) {
        Vector velocity_normalized = velocity.Normalized();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float Resolveyaw = animState->m_flGoalFeetYaw;

    auto delta_time
        = fmaxf(m_globals()->m_curtime - animState->m_flLastClientSideAnimationUpdateTime, 0.f);

    float deltatime = fabs(delta_time);
    float stop_to_full_running_fraction = 0.f;
    bool is_standing = true;
    float v25 = std::clamp(player->m_flDuckAmount() + animState->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = animState->m_fDuckAmount;
    float v27 = deltatime * 6.0f;
    float v28;

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

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

    Vector animationVelocity = velocity;
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = player->m_hActiveWeapon().Get();
    if (!weapon)
        return;

    auto wpndata = weapon->get_csweapon_info();

    if (!wpndata)
        return;

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

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed_2 = speed / (flMaxMovementSpeed * 0.340f);

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

    float flYawModifier = (((stop_to_full_running_fraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = std::clamp(flDuckingSpeed_2, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    float flMaxBodyYaw = *reinterpret_cast<float*>(&animState->pad10[512]);
    float flMinBodyYaw = *reinterpret_cast<float*>(&animState->pad10[516]);



    float flEyeYaw = player->m_angEyeAngles().y;

    float flEyeDiff = std::remainderf(flEyeYaw - Resolveyaw, 360.f);

    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw > flEyeDiff)
            Resolveyaw = fabs(flMinBodyYaw) + flEyeYaw;
    }
    else {
        Resolveyaw = flEyeYaw - fabs(flMaxBodyYaw);
    }

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        Resolveyaw = ApproachAngle(
            flEyeYaw,
            Resolveyaw,
            ((stop_to_full_running_fraction * 20.0f) + 30.0f)
            * deltatime);
    }
    else {
        Resolveyaw = ApproachAngle(
            player->m_flLowerBodyYawTarget(),
            Resolveyaw,
            deltatime * 100.0f);
    }

    if (stop_to_full_running_fraction > 0.0 && stop_to_full_running_fraction < 1.0)
    {
        const auto interval = m_globals()->m_intervalpertick * 2.f;

        if (is_standing)
            stop_to_full_running_fraction = stop_to_full_running_fraction - interval;
        else
            stop_to_full_running_fraction = interval + stop_to_full_running_fraction;

        stop_to_full_running_fraction = std::clamp(stop_to_full_running_fraction, 0.f, 1.f);
    }

    if (speed > 135.2f && is_standing)
    {
        stop_to_full_running_fraction = fmaxf(stop_to_full_running_fraction, .0099999998f);
        is_standing = false;
    }

    if (speed < 135.2f && !is_standing)
    {
        stop_to_full_running_fraction = fminf(stop_to_full_running_fraction, .99000001f);
        is_standing = true;
    }


    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;
    float brute_yaw = Resolveyaw;
    brute_yaw = std::remainderf(brute_yaw, 360.f);

    switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
    {
    case 0:
        player->get_animation_state()->m_flGoalFeetYaw = Left;
        break;
    case 1:
        player->get_animation_state()->m_flGoalFeetYaw = brute_yaw;
        break;
    case 2:
        player->get_animation_state()->m_flGoalFeetYaw = Right;
        break;
    default:
        break;
    }

}

float resolver::resolve_pitch()
{
    return original_pitch;
}
Animation.cpp:

C++:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com

#include "animation_system.h"
#include "..\misc\misc.h"
#include "..\misc\logs.h"

std::deque <adjust_data> player_records[65];

void lagcompensation::fsn(ClientFrameStage_t stage)
{
    if (stage != FRAME_NET_UPDATE_END)
        return;

    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled)
        return;

    for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (e == g_ctx.local())
            continue;

        if (!valid(i, e))
            continue;

        auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount);

        if (time_delta > 1.0f / m_globals()->m_intervalpertick)
            continue;

        auto update = player_records[i].empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550

        if (update && !player_records[i].empty())
        {
            auto server_tick = m_clientstate()->m_iServerTick - i % m_globals()->m_timestamprandomizewindow;
            auto current_tick = server_tick - server_tick % m_globals()->m_timestampnetworkingbase;

            if (TIME_TO_TICKS(e->m_flOldSimulationTime()) < current_tick && TIME_TO_TICKS(e->m_flSimulationTime()) == current_tick)
            {
                auto layer = &e->get_animlayers()[11];
                auto previous_layer = &player_records[i].front().layers[11];

                if (layer->m_flCycle == previous_layer->m_flCycle) //-V550
                {
                    e->m_flSimulationTime() = e->m_flOldSimulationTime();
                    update = false;
                }
            }
        }

        if (update) //-V550
        {
            if (!player_records[i].empty() && (e->m_vecOrigin() - player_records[i].front().origin).LengthSqr() > 4096.0f)
                for (auto& record : player_records[i])
                    record.invalid = true;

            player_records[i].emplace_front(adjust_data());
            update_player_animations(e);

            while (player_records[i].size() > 32)
                player_records[i].pop_back();
        }
    }
}

bool lagcompensation::valid(int i, player_t* e)
{
    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled || !e->valid(false))
    {
        if (!e->is_alive())
        {
            is_dormant[i] = false;
            player_resolver[i].reset();

            g_ctx.globals.fired_shots[i] = 0;
            g_ctx.globals.missed_shots[i] = 0;
        }
        else if (e->IsDormant())
            is_dormant[i] = true;

        player_records[i].clear();
        return false;
    }

    return true;
}

void lagcompensation::update_player_animations(player_t* e)
{
    auto animstate = e->get_animation_state();

    if (!animstate)
        return;

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(e->EntIndex(), &player_info))
        return;

    auto records = &player_records[e->EntIndex()]; //-V826

    if (records->empty())
        return;

    adjust_data* previous_record = nullptr;

    if (records->size() >= 2)
        previous_record = &records->at(1);

    auto record = &records->front();

    AnimationLayer animlayers[15];

    memcpy(animlayers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(record->layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    auto backup_lower_body_yaw_target = e->m_flLowerBodyYawTarget();
    auto backup_duck_amount = e->m_flDuckAmount();
    auto backup_flags = e->m_fFlags();
    auto backup_eflags = e->m_iEFlags();

    auto backup_curtime = m_globals()->m_curtime; //-V807
    auto backup_frametime = m_globals()->m_frametime;
    auto backup_realtime = m_globals()->m_realtime;
    auto backup_framecount = m_globals()->m_framecount;
    auto backup_tickcount = m_globals()->m_tickcount;
    auto backup_interpolation_amount = m_globals()->m_interpolation_amount;

    m_globals()->m_curtime = e->m_flSimulationTime();
    m_globals()->m_frametime = m_globals()->m_intervalpertick;

    if (previous_record)
    {
        auto velocity = e->m_vecVelocity();
        auto was_in_air = e->m_fFlags() & FL_ONGROUND && previous_record->flags & FL_ONGROUND;

        auto time_difference = max(m_globals()->m_intervalpertick, e->m_flSimulationTime() - previous_record->simulation_time);
        auto origin_delta = e->m_vecOrigin() - previous_record->origin;

        auto animation_speed = 0.0f;

        if (!origin_delta.IsZero() && TIME_TO_TICKS(time_difference) > 0)
        {
            e->m_vecVelocity() = origin_delta * (1.0f / time_difference);

            if (e->m_fFlags() & FL_ONGROUND && animlayers[11].m_flWeight > 0.0f && animlayers[11].m_flWeight < 1.0f && animlayers[11].m_flCycle > previous_record->layers[11].m_flCycle)
            {
                auto weapon = e->m_hActiveWeapon().Get();

                if (weapon)
                {
                    auto max_speed = 260.0f;
                    auto weapon_info = e->m_hActiveWeapon().Get()->get_csweapon_info();

                    if (weapon_info)
                        max_speed = e->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

                    auto modifier = 0.35f * (1.0f - animlayers[11].m_flWeight);

                    if (modifier > 0.0f && modifier < 1.0f)
                        animation_speed = max_speed * (modifier + 0.55f);
                }
            }

            if (animation_speed > 0.0f)
            {
                animation_speed /= e->m_vecVelocity().Length2D();

                e->m_vecVelocity().x *= animation_speed;
                e->m_vecVelocity().y *= animation_speed;
            }

            if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
            {
                auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);

                if (!previous_velocity.IsZero() && !was_in_air)
                {
                    auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
                    auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));

                    auto average_direction = current_direction - previous_direction;
                    average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));

                    auto direction_cos = cos(average_direction);
                    auto dirrection_sin = sin(average_direction);

                    auto velocity_speed = e->m_vecVelocity().Length2D();

                    e->m_vecVelocity().x = direction_cos * velocity_speed;
                    e->m_vecVelocity().y = dirrection_sin * velocity_speed;
                }
            }

            if (!(e->m_fFlags() & FL_ONGROUND))
            {
                static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));

                auto fixed_timing = math::clamp(time_difference, m_globals()->m_intervalpertick, 1.0f);
                e->m_vecVelocity().z -= sv_gravity->GetFloat() * fixed_timing * 0.5f;
            }
            else
                e->m_vecVelocity().z = 0.0f;
        }
    }

    e->m_iEFlags() &= ~0x1800;

    if (e->m_fFlags() & FL_ONGROUND && e->m_vecVelocity().Length() > 0.0f && animlayers[6].m_flWeight <= 0.0f)
        e->m_vecVelocity().Zero();

    e->m_vecAbsVelocity() = e->m_vecVelocity();
    e->m_bClientSideAnimation() = true;

    if (is_dormant[e->EntIndex()])
    {
        is_dormant[e->EntIndex()] = false;

        if (e->m_fFlags() & FL_ONGROUND)
        {
            animstate->m_bOnGround = true;
            animstate->m_bInHitGroundAnimation = false;
        }

        animstate->time_since_in_air() = 0.0f;
        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
    }

    auto updated_animations = false;

    c_baseplayeranimationstate state;
    memcpy(&state, animstate, sizeof(c_baseplayeranimationstate));

    if (previous_record)
    {
        memcpy(e->get_animlayers(), previous_record->layers, e->animlayer_count() * sizeof(AnimationLayer));

        auto ticks_chocked = 1;
        auto simulation_ticks = TIME_TO_TICKS(e->m_flSimulationTime() - previous_record->simulation_time);

        if (simulation_ticks > 0 && simulation_ticks < 31)
            ticks_chocked = simulation_ticks;

        if (ticks_chocked > 1)
        {
            auto land_time = 0.0f;
            auto land_in_cycle = false;
            auto is_landed = false;
            auto on_ground = false;

            if (animlayers[4].m_flCycle < 0.5f && (!(e->m_fFlags() & FL_ONGROUND) || !(previous_record->flags & FL_ONGROUND)))
            {
                land_time = e->m_flSimulationTime() - animlayers[4].m_flPlaybackRate * animlayers[4].m_flCycle;
                land_in_cycle = land_time >= previous_record->simulation_time;
            }

            auto duck_amount_per_tick = (e->m_flDuckAmount() - previous_record->duck_amount) / ticks_chocked;

            for (auto i = 0; i < ticks_chocked; ++i)
            {
                auto lby_delta = fabs(math::normalize_yaw(e->m_flLowerBodyYawTarget() - previous_record->lby));

                if (lby_delta > 0.0f && e->m_vecVelocity().Length() < 5.0f)
                {
                    auto delta = ticks_chocked - i;
                    auto use_new_lby = true;

                    if (lby_delta < 1.0f)
                        use_new_lby = !delta; //-V547
                    else
                        use_new_lby = delta < 2;

                    e->m_flLowerBodyYawTarget() = use_new_lby ? backup_lower_body_yaw_target : previous_record->lby;
                }

                auto simulated_time = previous_record->simulation_time + TICKS_TO_TIME(i);

                if (duck_amount_per_tick) //-V550
                    e->m_flDuckAmount() = previous_record->duck_amount + duck_amount_per_tick * (float)i;

                on_ground = e->m_fFlags() & FL_ONGROUND;

                if (land_in_cycle && !is_landed)
                {
                    if (land_time <= simulated_time)
                    {
                        is_landed = true;
                        on_ground = true;
                    }
                    else
                        on_ground = previous_record->flags & FL_ONGROUND;
                }

                if (on_ground)
                    e->m_fFlags() |= FL_ONGROUND;
                else
                    e->m_fFlags() &= ~FL_ONGROUND;

                auto simulated_ticks = TIME_TO_TICKS(simulated_time);

                m_globals()->m_realtime = simulated_time;
                m_globals()->m_curtime = simulated_time;
                m_globals()->m_framecount = simulated_ticks;
                m_globals()->m_tickcount = simulated_ticks;
                m_globals()->m_interpolation_amount = 0.0f;

                g_ctx.globals.updating_animation = true;
                e->update_clientside_animation();
                g_ctx.globals.updating_animation = false;

                m_globals()->m_realtime = backup_realtime;
                m_globals()->m_curtime = backup_curtime;
                m_globals()->m_framecount = backup_framecount;
                m_globals()->m_tickcount = backup_tickcount;
                m_globals()->m_interpolation_amount = backup_interpolation_amount;

                updated_animations = true;
            }
        }
    }

    if (!updated_animations)
    {
        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;
    }

    memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

    auto setup_matrix = [&](player_t* e, AnimationLayer* layers, const int& matrix) -> void
    {
        e->invalidate_physics_recursive(8);

        AnimationLayer backup_layers[15];
        memcpy(backup_layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        memcpy(e->get_animlayers(), layers, e->animlayer_count() * sizeof(AnimationLayer));

        switch (matrix)
        {
        case MAIN:
            e->setup_bones_fixed(record->matrixes_data.main, BONE_USED_BY_ANYTHING);
            break;
        case NONE:
            e->setup_bones_fixed(record->matrixes_data.zero, BONE_USED_BY_HITBOX);
            break;
        case FIRST:
            e->setup_bones_fixed(record->matrixes_data.first, BONE_USED_BY_HITBOX);
            break;
        case SECOND:
            e->setup_bones_fixed(record->matrixes_data.second, BONE_USED_BY_HITBOX);
            break;
        }

        memcpy(e->get_animlayers(), backup_layers, e->animlayer_count() * sizeof(AnimationLayer));
    };

#if RELEASE
    if (!player_info.fakeplayer && g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled) //-V807
#else
    if (g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled)
#endif
    {
        animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()]; //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        previous_goal_feet_yaw[e->EntIndex()] = animstate->m_flGoalFeetYaw;
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y); //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, NONE);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, FIRST);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, SECOND);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], e->m_angEyeAngles().x);

        if (g_cfg.player_list.low_delta[e->EntIndex()])
        {
            switch (record->side)
            {
            case RESOLVER_FIRST:
                record->side = RESOLVER_LOW_FIRST;
                break;
            case RESOLVER_SECOND:
                record->side = RESOLVER_LOW_SECOND;
                break;
            case RESOLVER_LOW_FIRST:
                record->side = RESOLVER_FIRST;
                break;
            case RESOLVER_LOW_SECOND:
                record->side = RESOLVER_SECOND;
                break;
            }
        }

        switch (record->side)
        {
        case RESOLVER_ORIGINAL:
            animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];
            break;
        case RESOLVER_ZERO:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
            break;
        case RESOLVER_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);
            break;
        case RESOLVER_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);
            break;
        case RESOLVER_LOW_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 30.0f);
            break;
        case RESOLVER_LOW_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 30.0f);
            break;
        }

        e->m_angEyeAngles().x = player_resolver[e->EntIndex()].resolve_pitch();
    }

    g_ctx.globals.updating_animation = true;
    e->update_clientside_animation();
    g_ctx.globals.updating_animation = false;

    setup_matrix(e, animlayers, MAIN);
    memcpy(e->m_CachedBoneData().Base(), record->matrixes_data.main, e->m_CachedBoneData().Count() * sizeof(matrix3x4_t));

    m_globals()->m_curtime = backup_curtime;
    m_globals()->m_frametime = backup_frametime;

    e->m_flLowerBodyYawTarget() = backup_lower_body_yaw_target;
    e->m_flDuckAmount() = backup_duck_amount;
    e->m_fFlags() = backup_flags;
    e->m_iEFlags() = backup_eflags;

    memcpy(e->get_animlayers(), animlayers, e->animlayer_count() * sizeof(AnimationLayer));
    record->store_data(e, false);

    if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
        record->invalid = true;
}
Animation.h:

C++:
#pragma once

#include "..\..\includes.hpp"
#include "..\..\sdk\structs.hpp"

enum
{
    MAIN,
    NONE,
    FIRST,
    SECOND
};

enum resolver_type
{
    ORIGINAL,
    BRUTEFORCE,
    LBY,
    TRACE,
    DIRECTIONAL
};

enum resolver_side
{
    RESOLVER_ORIGINAL,
    RESOLVER_ZERO,
    RESOLVER_FIRST,
    RESOLVER_SECOND,
    RESOLVER_LOW_FIRST,
    RESOLVER_LOW_SECOND
};

struct matrixes
{
    matrix3x4_t main[MAXSTUDIOBONES];
    matrix3x4_t zero[MAXSTUDIOBONES];
    matrix3x4_t first[MAXSTUDIOBONES];
    matrix3x4_t second[MAXSTUDIOBONES];
};

class adjust_data;

class resolver
{
    player_t* player = nullptr;
    adjust_data* player_record = nullptr;

    bool side = false;
    bool fake = false;
    bool was_first_bruteforce = false;
    bool was_second_bruteforce = false;

    float lock_side = 0.0f;
    float original_goal_feet_yaw = 0.0f;
    float original_pitch = 0.0f;
    float resolve_way = 0.0f;
    int FreestandSide[64];
public:
    void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
    float GetAngle(player_t* e);
    void reset();
    void resolve(player_t* player);
    float resolve_pitch();
    void resolve_yaw();
    void Resolver_meme(player_t* entity);

    resolver_side last_side = RESOLVER_ORIGINAL;
};

class adjust_data //-V730
{
public:
    player_t* player;
    int i;

    AnimationLayer layers[15];
    matrixes matrixes_data;

    resolver_type type;
    resolver_side side;

    bool invalid;
    bool immune;
    bool dormant;
    bool bot;

    int flags;
    int bone_count;

    float simulation_time;
    float duck_amount;
    float lby;

    Vector angles;
    Vector abs_angles;
    Vector velocity;
    Vector origin;
    Vector mins;
    Vector maxs;

    adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        player = nullptr;
        i = -1;

        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        immune = false;
        dormant = false;
        bot = false;

        flags = 0;
        bone_count = 0;

        simulation_time = 0.0f;
        duck_amount = 0.0f;
        lby = 0.0f;

        angles.Zero();
        abs_angles.Zero();
        velocity.Zero();
        origin.Zero();
        mins.Zero();
        maxs.Zero();
    }

    adjust_data(player_t* e, bool store = true)
    {
        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        store_data(e, store);
    }

    void store_data(player_t* e, bool store = true)
    {
        if (!e->is_alive())
            return;
   
        player = e;
        i = player->EntIndex();

        if (store)
        {
            memcpy(layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
            memcpy(matrixes_data.main, player->m_CachedBoneData().Base(), player->m_CachedBoneData().Count() * sizeof(matrix3x4_t));
        }

        immune = player->m_bGunGameImmunity() || player->m_fFlags() & FL_FROZEN;
        dormant = player->IsDormant();

#if RELEASE
        player_info_t player_info;
        m_engine()->GetPlayerInfo(i, &player_info);

        bot = player_info.fakeplayer;
#else
        bot = false;
#endif

        flags = player->m_fFlags();
        bone_count = player->m_CachedBoneData().Count();

        simulation_time = player->m_flSimulationTime();
        duck_amount = player->m_flDuckAmount();
        lby = player->m_flLowerBodyYawTarget();

        angles = player->m_angEyeAngles();
        abs_angles = player->GetAbsAngles();
        velocity = player->m_vecVelocity();
        origin = player->m_vecOrigin();
        mins = player->GetCollideable()->OBBMins();
        maxs = player->GetCollideable()->OBBMaxs();
    }

    void adjust_player()
    {
        if (!valid(false))
            return;

        memcpy(player->get_animlayers(), layers, player->animlayer_count() * sizeof(AnimationLayer));
        memcpy(player->m_CachedBoneData().Base(), matrixes_data.main, player->m_CachedBoneData().Count() * sizeof(matrix3x4_t)); //-V807

        player->m_fFlags() = flags;
        player->m_CachedBoneData().m_Size = bone_count;

        player->m_flSimulationTime() = simulation_time;
        player->m_flDuckAmount() = duck_amount;
        player->m_flLowerBodyYawTarget() = lby;

        player->m_angEyeAngles() = angles;
        player->set_abs_angles(abs_angles);
        player->m_vecVelocity() = velocity;
        player->m_vecOrigin() = origin;
        player->set_abs_origin(origin);
        player->GetCollideable()->OBBMins() = mins;
        player->GetCollideable()->OBBMaxs() = maxs;
    }

    bool valid(bool extra_checks = true)
    {
        if (!this) //-V704
            return false;

        if (i > 0)
            player = (player_t*)m_entitylist()->GetClientEntity(i);

        if (!player)
            return false;

        if (player->m_lifeState() != LIFE_ALIVE)
            return false;

        if (immune)
            return false;

        if (dormant)
            return false;

        if (!extra_checks)
            return true;

        if (invalid)
            return false;

        auto net_channel_info = m_engine()->GetNetChannelInfo();

        if (!net_channel_info)
            return false;

        static auto sv_maxunlag = m_cvar()->FindVar(crypt_str("sv_maxunlag"));

        auto outgoing = net_channel_info->GetLatency(FLOW_OUTGOING);
        auto incoming = net_channel_info->GetLatency(FLOW_INCOMING);

        auto correct = math::clamp(outgoing + incoming + util::get_interpolation(), 0.0f, sv_maxunlag->GetFloat());
       
        auto curtime = g_ctx.local()->is_alive() ? TICKS_TO_TIME(g_ctx.globals.fixed_tickbase) : m_globals()->m_curtime; //-V807
        auto delta_time = correct - (curtime - simulation_time);

        if (fabs(delta_time) > 0.2f)
            return false;

        auto extra_choke = 0;

        if (g_ctx.globals.fakeducking)
            extra_choke = 14 - m_clientstate()->iChokedCommands;

        auto server_tickcount = extra_choke + m_globals()->m_tickcount + TIME_TO_TICKS(outgoing + incoming);
        auto dead_time = (int)(TICKS_TO_TIME(server_tickcount) - sv_maxunlag->GetFloat());

        if (simulation_time < (float)dead_time)
            return false;

        return true;
    }
};

class optimized_adjust_data
{
public:
    int i;
    player_t* player;

    float simulation_time;
    float duck_amount;

    Vector angles;
    Vector origin;

    optimized_adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        i = 0;
        player = nullptr;

        simulation_time = 0.0f;
        duck_amount = 0.0f;

        angles.Zero();
        origin.Zero();
    }
};

extern std::deque <adjust_data> player_records[65];

class lagcompensation : public singleton <lagcompensation>
{
public:
    void fsn(ClientFrameStage_t stage);
    bool valid(int i, player_t* e);
    void update_player_animations(player_t* e);

    resolver player_resolver[65];

    bool is_dormant[65];
    float previous_goal_feet_yaw[65];
};
nice man. U just paste my resolver and u not clean animationfix. So it is another shitted paseted resolver wihtout knownig code and any logick:coldsideRage::coldsideRage::coldsideRage::coldsideRage::coldsideRage::roflanEbalo::roflanPominki::roflanPominki::roflanPominki:
 
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Trash.
 
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It's far worse than original Lw resolver, idk why u wasting time on shit like this? "actually decent" dude it's not even proper xd
 
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Код:
static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {

    Vector delta = a - b;

    float delta_length = delta.Length();



    if (delta_length <= min_delta) {

        Vector result;

        if (-min_delta <= delta_length) {

            return a;

        }

        else {

            float iradius = 1.0f / (delta_length + FLT_EPSILON);

            return b - ((delta * iradius) * min_delta);

        }

    }

    else {

        float iradius = 1.0f / (delta_length + FLT_EPSILON);

        return b + ((delta * iradius) * min_delta);

    }

};

GAMESENSE!!!:roflanEbalo:
 
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Код:
static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {

    Vector delta = a - b;

    float delta_length = delta.Length();



    if (delta_length <= min_delta) {

        Vector result;

        if (-min_delta <= delta_length) {

            return a;

        }

        else {

            float iradius = 1.0f / (delta_length + FLT_EPSILON);

            return b - ((delta * iradius) * min_delta);

        }

    }

    else {

        float iradius = 1.0f / (delta_length + FLT_EPSILON);

        return b + ((delta * iradius) * min_delta);

    }

};

GAMESENSE!!!:roflanEbalo:
:roflanzdarova:
 
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shit ресольвер
когда до вас дойдет - не постите хуйню если сами знаете что хуйня
 
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