C++ Legendware resolver

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Код:
// 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"
#include ".. \ misc \ misc.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;
}

void resolver :: resolve_yaw () {


#define enc_str (s) std :: string (s)
#define enc_char (s) enc_str (s) .c_str ()
#pragma region // Microwave //
#define PI 3.14159265358979323846f
#define DEG2RAD (x) ((float) (x) * (float) ((float) (PI) / 180.0f))
#define RAD2DEG (x) ((float) (x) * (float) (180.0f / (float) (PI)))
#define RADPI 57.295779513082f
#define rad (a) a * 0.01745329251

#define M_PI 3.14159265358979323846

  
        if (player-> m_flowerBodyYawTarget ()> 180)
            player-> m_flowerBodyYawTarget () - = (round (player-> m_flLowerBodyYawTarget () / 360) * 360.f);
        else if (player-> m_flLowerBodyYawTarget () <-180)
            player-> m_flLowerBodyYawTarget () + = (round (player-> m_flLowerBodyYawTarget () / 360) * -360.f);

        return;
  
  
      
            for (int w = 0; w <13; w ++)
            {
                AnimationLayer currentLayer = player-> get_animlayers () [1];
                const int activity = player-> sequence_activity (currentLayer.m_nSequence);
                float flcycle = currentLayer.m_flCycle, flprevcycle = currentLayer.m_flPrevCycle, flweight = currentLayer.m_flWeight, flweightdatarate = currentLayer.m_flWeightDeltaRate;
                uint32_t norder = currentLayer.m_nOrder;
                if (activity == ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING)
                    return;
            }
            return;
      


            float GetLBYRotatedYaw (float lby, float yaw); {
        {
            float delta = (player-> m_flLowerBodyYawTarget () - LBY);
            if (fabs (delta) <25.f)
                return;

            if (delta> 0.f)
                player-> m_flLowerBodyYawTarget () + 25.f;

            return;
        }
        bool lowerBodyPrediction (player_t * pEntity);
        {
            static float prediction = 0.f;
            static bool secondrun = false;
            float flServerTime = (float) player-> m_nTickBase () * m_globals () -> m_intervalpertick;
            if ((player) &&! secondrun)
            {
                prediction = flServerTime + 0.22;
                secondrun = true;
            }
            else if (player-> m_vecVelocity (). Length2D () <0.1f && secondrun && prediction <= player-> m_flSimulationTime ())
            {
                prediction = player-> m_nTickBase () + 1.1f;
            }
            else // theyre moving
            {
                secondrun = false;
                return;
            }
            if (prediction <= player-> m_flSimulationTime ())
            {
                return;
            }
            return;
        }
        float NormalizePitch (float pitch);
        {
            while (original_pitch> 89.f)
                original_pitch - = 180.f;
            while (original_pitch <-89.f)
                original_pitch + = 180.f;

            return;
        }

        float __fastcall ang_dif (float a1, float a2);
        {
            float val = fmodf (LBY - LBY, 360.0);

            while (val <-180.0f) val + = 360.0f;
            while (val> 180.0f) val - = 360.0f;

            return;
        }
        bool adjusting_stop (player_t * player, AnimationLayer * layer);
        {
            for (int i = 0; i <15; i ++)
            {
                for (int s = 0; s <14; s ++)
                {
                    auto anim_layer = player-> get_animlayers ();
                    if (! player-> get_animlayers () -> m_pOwner)
                        continue;
                    const int activity = player-> sequence_activity (player-> get_animlayers () -> m_nSequence);
                    if (activity == 981 && player-> get_animlayers () -> m_flWeight == 1.f)
                    {
                        return;
                    }
                }
            }
            return;
        } // ACT_CSGO_FIRE_PRIMARY
        float get_average_lby_standing_update_delta (player_t * player); {
            static float last_update_time [64];
            static float second_laste_update_time [64];
            static float oldlowerbody [64];
            float lby = static_cast <int> (fabs (player-> m_angEyeAngles (). y - player-> m_flLowerBodyYawTarget ()));

            if (lby! = oldlowerbody [player-> EntIndex ()]) {
                second_laste_update_time [player-> EntIndex ()] = last_update_time [player-> EntIndex ()];
                last_update_time [player-> EntIndex ()] = m_globals () -> m_curtime;
                oldlowerbody [player-> EntIndex ()] = lby;
            }

            return;
        }
        float GetCurTime (CUserCmd * ucmd); {
            player_t * local_player = g_ctx.local ();
            static int g_tick = 0;
            static CUserCmd * g_pLastCmd = nullptr;
            if (! g_pLastCmd || g_pLastCmd-> m_predicted) {
                g_tick = (float) local_player-> m_nTickBase ();
            }
            else {
                // Required because prediction only runs on frames, not ticks
                // So if your framerate goes below tickrate, m_nTickBase won't update every tick
                ++ g_tick;
            }

            float curtime = g_tick;
            return;
        }
        Vector CalcAngle69 (Vector dst, Vector src);
        {
            Vector angles;

            double delta [3] = {(player-> m_angEyeAngles (). x - player-> m_angEyeAngles (). x), (player-> m_angEyeAngles (). y - player-> m_angEyeAngles (). y), (player- > m_angEyeAngles (). z - player-> m_angEyeAngles (). z)};
            double hyp = sqrt (delta [0] * delta [0] + delta [1] * delta [1]);
            angles.x = (float) (atan (delta [2] / hyp) * 180.0 / 3.14159265);
            angles.y = (float) (atanf (delta [1] / delta [0]) * 57.295779513082f);
            angles.z = 0.0f;

            if (delta [0]> = 0.0)
            {
                angles.y + = 180.0f;
            }

            return;
        }


        float lerp_time ();
        {
            int ud_rate = m_cvar () -> FindVar ("cl_updaterate") -> GetFloat ();
            ConVar * min_ud_rate = m_cvar () -> FindVar ("sv_minupdaterate");
            ConVar* max_ud_rate = m_cvar()->FindVar("sv_maxupdaterate");
            if (min_ud_rate && max_ud_rate)
                ud_rate = max_ud_rate->GetFloat();
            float ratio = m_cvar()->FindVar("cl_interp_ratio")->GetFloat();
            if (ratio == 0)
                ratio = 1.0f;
            float lerp = m_cvar()->FindVar("cl_interp")->GetFloat();
            ConVar* c_min_ratio = m_cvar()->FindVar("sv_client_min_interp_ratio");
            ConVar* c_max_ratio = m_cvar()->FindVar("sv_client_max_interp_ratio");
            if (c_min_ratio && c_max_ratio && c_min_ratio->GetFloat() != 1)
                ratio = math::clamp(ratio, c_min_ratio->GetFloat(), c_max_ratio->GetFloat());
            return;
        }
        bool HasFakeHead (player_t * pEntity); {
            // lby should update if distance from lby to eye angles exceeds 35 degrees
            (player-> m_angEyeAngles (). y - player-> m_flLowerBodyYawTarget ())> 35;
        }
        bool Lbywithin35 (player_t * pEntity); {
            // lby should update if distance from lby to eye angles less than 35 degrees
            (player-> m_angEyeAngles (). y - player-> m_flLowerBodyYawTarget ()) <35;
        }
      
      
        bool IsMovingOnInAir (player_t * pEntity); {
            // Check if player has a velocity greater than 0 (moving) and if they are onground.
            (player-> m_fFlags () & FL_ONGROUND);
        }
        bool OnGround (player_t * pEntity); {
            // Check if player has a velocity greater than 0 (moving) and if they are onground.
            player-> m_fFlags () & FL_ONGROUND;
        }
        bool IsFakeWalking (player_t * pEntity); {
            // Check if a player is moving, but at below a velocity of 36
             player-> m_vecVelocity (). Length2D () <36.0f;
        }

        float tolerance = 10.f;

  
    const inline float LBYDelta (player_t * v); {
         player-> m_angEyeAngles (). y - player-> m_flLowerBodyYawTarget ();
    }

    const inline bool IsDifferent (float a, float b, float tolerance = 10.f); {
        player-> get_max_desync_delta (), player-> m_flLowerBodyYawTarget ()> tolerance;
    }
    bool HasStaticYawDifference (const std :: deque <player_t *> & l, float tolerance);
  
      
      
    }

    int GetDifferentDeltas (const std :: deque <player_t *> & l, float tolerance); {

    }

    int GetDifferentLBYs (const std :: deque <player_t *> & l, float tolerance); {

    }

    bool DeltaKeepsChanging (const std :: deque <player_t *> & cur, float tolerance); {
      
    }

    bool LBYKeepsChanging (const std :: deque <player_t *> & cur, float tolerance); {
      
    }
    void LowerBodyYawFix (Vector * & Angle, player_t * Player);
    {
        if (player-> m_vecVelocity (). Length ()> 1 && (player-> m_fFlags () & FL_ONGROUND))
            player-> m_angEyeAngles (). y = player-> m_flLowerBodyYawTarget ();
    }
    bool IsNearEqual (float v1, float v2, float Tolerance);
    {
        (player-> m_angEyeAngles (). y - player-> m_flowerBodyYawTarget ());
    }
    int GetSequenceActivity (player_t * pEntity, int sequence);
    {
        const model_t * pModel = player-> GetModel ();
        if (! pModel)
            return;

        auto hdr = (player-> GetModel ());

        if (! hdr)
            return;



        (player, hdr, player-> m_nSequence ());
    }

    int playersequence_activity ();
    {
        auto hdr = player-> GetModel ();

        if (! hdr)
            return;

  
  

        return;
    }
    bool lby_keeps_updating (); {
        player-> m_flLowerBodyYawTarget ();
    }
    bool IsAdjustingBalance (player_t * player, AnimationLayer * layer);
    {
        for (int i = 0; i <15; i ++)
        {
            const int activity = player-> sequence_activity (player-> m_nSequence ());
            if (activity == 979)
            {
                return;
            }
        }
        return;
    }
    bool adjusting_balance (player_t * e, AnimationLayer * set); {
        const auto activity = player-> sequence_activity (player-> m_nSequence ());

        if (activity == 979) {
            return;
        }

        return;
    }

    float NormalizeFloatToAngle (float input);
    {
        for (auto i = 0; i <3; i ++) {
            while (player-> m_flLowerBodyYawTarget () <-180.0f) player-> m_flLowerBodyYawTarget () + = 360.0f;
            while (player->m_flLowerBodyYawTarget() > 180.0f) player->m_flLowerBodyYawTarget() -= 360.0f;
        }
        return ;
    }
    float FixAusnahmeAngles(float yaw, float desyncdelta);
    {
        for (auto i = 0; i < 3; i++) {
            while (player->get_animation_state()->m_flCurrentFeetYaw< -player->get_max_desync_delta()) player->get_animation_state()->m_flCurrentFeetYaw < +player->get_max_desync_delta();
            while (player->get_animation_state()->m_flCurrentFeetYaw < -player->get_max_desync_delta()) player->get_animation_state()->m_flCurrentFeetYaw < -player->get_max_desync_delta();
        }
        return ;
    }
#define M_PI 3.14159265358979323846
    void LBYBreakerCorrections(player_t* pEntity);
    {
        float movinglby[64];
        float lbytomovinglbydelta[64];
        bool onground = player-> m_fFlags () & FL_ONGROUND;
        if (g_cfg.antiaim.lby_type)
        {
            lbytomovinglbydelta [player-> EntIndex ()] = player-> m_flLowerBodyYawTarget () - lbytomovinglbydelta [player-> EntIndex ()];

            if (player-> m_vecVelocity (). Length2D ()> 6 && player-> m_vecVelocity (). Length2D () <42)
            {
                player-> m_angEyeAngles (). y = player-> m_flowerBodyYawTarget () + 120;
            }
            else if (player-> m_vecVelocity (). Length2D () <6 || player-> m_vecVelocity (). Length2D ()> 42) // they are moving
            {
                player-> m_angEyeAngles (). y = player-> m_flLowerBodyYawTarget ();
                movinglby [player-> EntIndex ()] = player-> m_flLowerBodyYawTarget ();
            }
            else if (lbytomovinglbydelta [player-> EntIndex ()]> 50 && lbytomovinglbydelta [player-> EntIndex ()] <-50 &&
                lbytomovinglbydelta [player-> EntIndex ()] <112 && lbytomovinglbydelta [player-> EntIndex ()] <-112) // the 50 will allow you to have a 30 degree margin of error (do the math :))
            {
                player-> m_angEyeAngles (). y = movinglby [player-> EntIndex ()];
            }
            else player-> m_angEyeAngles (). y = player-> m_flLowerBodyYawTarget ();
        }
    }
    void VectorAnglesBruteGay (const Vector & forward, Vector & angles);
    {
        float tmp, yaw, pitch;
        if (player-> GetBody ())
        {
            yaw = 0;
            if (player-> get_animlayers () -> m_flWeight> 0) pitch = 270; else pitch = 90;
        }
        else
        {
            yaw = (player-> get_animlayers () -> m_flWeight> 0 * 180 / M_PI);
            if (yaw <0) yaw + = 360; tmp = sqrt (player-> get_animlayers () -> m_flWeight> 0); pitch = (atan2 (-player-> get_animlayers () -> m_flWeight, tmp) * 180 / M_PI);
            if (pitch <0) pitch + = 360;
        } pitch;
    }

  

    Vector calc_angle_trash (Vector src, Vector dst);
    {
        Vector ret;
        VectorAnglesBruteGay;
        return;
    }
  
  
        float flLen = player-> m_vecVelocity (). Length ();
        if (flLen == 0) {
            player-> m_vecVelocity (). init (0, 0, 1);
            return;
        }
        flLen = 1 / flLen;
       player-> m_vecVelocity (). Init (player-> m_vecVelocity (). x * flLen, player-> m_vecVelocity (). y * flLen, player-> m_vecVelocity (). z * flLen);
  
  
        const float MaxDegrees = 180.0f;
        Vector Angles = player-> m_vecViewOffset (), Origin = player-> m_vecViewOffset ();
        Vector Delta (0, 0, 0), Forward (0, 0, 0);
        Vector AimPos;

        (Angles, & Forward);
        VectorSubtract (AimPos, Origin, Delta);
        (Delta, Delta);
        float DotProduct = Forward.Dot (Delta);
        return;
  


  
        int index = -1;
        float lowest_fov = 180.f; // maybe ??

        player_t * local_player = player;

        if (! local_player)
            return;

        if (! local_player-> is_alive ())
            return;

        Vector local_position = local_player-> GetAbsOrigin () + local_player-> m_vecViewOffset ();
        Vector angles;
        m_engine () -> GetViewAngles (angles);
        for (int i = 1; i <= m_globals () -> m_maxclients; i ++)
        {
            auto entity = static_cast <player_t *> (m_entitylist () -> GetClientEntity (i));

            if (!entity || entity->m_iHealth() <= 0 || entity->m_iTeamNum() == local_player->m_iTeamNum() || entity->IsDormant() || entity == local_player)
                continue;

            float fov = (local_position, angles, entity, 0);
            if (fov < lowest_fov)
            {
                lowest_fov = fov;
                index = i;
            }
        }
        return ;
  
#define MASK_SHOT_BRUSHONLY            (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)

    float apply_freestanding(player_t* enemy);
    {
        auto local_player = player;
        if (!(player->m_iHealth() > 0))
            return ;
        bool no_active = true;
        float bestrotation = 0.f;
        float highestthickness = 0.f;
        static float hold = 0.f;
        Vector besthead;

        auto leyepos = player->m_vecOrigin() + player->m_vecViewOffset();
        auto headpos = player->hitbox_position(0);
        auto origin = player->m_vecOrigin();

        int index = player->EntIndex();

        if (index == -1)
            return ;

        if (player->EntIndex())
        {
            auto checkWallThickness = [&](player_t* pPlayer, Vector newhead) -> float
            {
                Vector endpos1, endpos2;

                Vector eyepos = local_player->m_vecOrigin() + local_player->m_vecViewOffset();
                Ray_t ray;
                CTraceFilterSkipTwoEntities filter(local_player, player);
                trace_t trace1, trace2;

                ray.Init(newhead, eyepos);
                m_trace()->TraceRay(ray, MASK_SHOT_BRUSHONLY, &filter, &trace1);

                if (trace1.DidHit())
                {
                    endpos1 = trace1.endpos;
                    float add = newhead.DistTo(eyepos) - leyepos.DistTo(eyepos) + 75.f;
                    return endpos1.DistTo(eyepos) + add / 2; // endpos2
                }

                else
                {
                    endpos1 = trace1.endpos;
                    float add = newhead.DistTo(eyepos) - leyepos.DistTo(eyepos) - 75.f;
                    return endpos1.DistTo(eyepos) + add / 2; // endpos2
                }
            };

            float radius = Vector(headpos - origin).Length2D();

            for (float besthead = 0; besthead < 7; besthead += 0.1)
            {
                Vector newhead(radius * cos(besthead) + leyepos.x, radius * sin(besthead) + leyepos.y, leyepos.z);
                float totalthickness = 0.f;
                no_active = false;
                totalthickness += checkWallThickness(player, newhead);
                if (totalthickness > highestthickness)
                {
                    highestthickness = totalthickness;

                    bestrotation = besthead;
                }
            }
            return;
        }
    }
    bool predict_lby (player_t * player, float oldlby [64], float lby, float speed);
    {
        static bool nextflick [64];

        static float add_time [64];

        const auto sim = player-> m_flSimulationTime ();

        if (! g_cfg.antiaim.lby_type)
            return;

        for (auto i = 0; i <m_globals () -> m_maxclients; ++ i)
        {
            if (LBY)
            {
                add_time [i] = m_globals () -> m_intervalpertick + 1.1f;
            }

            if (player-> m_flFallVelocity ()> = 0.1f)
            {
                add_time [i] = 0.22f;
                nextflick [i] = sim + add_time [i];
            }

            if (sim> = nextflick [i] && player-> m_flFallVelocity () <= 0.1f)
            {
                add_time [i] = 1.1f;
                nextflick [i] = sim + add_time [i];
                return;
            }
        }
        return;
    }

    bool UTILS;
    {
        float GetCurtime ();
        {
            if (! m_engine () -> IsConnected () ||! m_engine () -> IsInGame ())
                return;

            if (! player)
                return;

             player-> m_nTickBase ();
        }
        float GetLBYRotatedYaw (float lby, float yaw);
        {
            float delta = math :: normalize_yaw (LBY);
            if (fabs (delta) <25.f)
                return;

            if (delta> 0.f)
                return;

            return;
        }
    }

    bool MATH;
    {
        float flAngleMod (float flAngle);
        {
            return;
        }


        void VectorAngles (const Vector & forward, Vector & angles);
        {
            float tmp, yaw, pitch;

            if (player-> get_animlayers () -> m_flWeight == 0 && player-> get_animlayers () -> m_flWeight == 0)
            {
                yaw = 0;
                if (player->get_animlayers()->m_flWeight > 0)
                    pitch = 270;
                else
                    pitch = 90;
            }
            else
            {
                yaw = (atan2(player->get_animlayers()->m_flWeight, player->get_animlayers()->m_flWeight) * 180 / M_PI);
                if (yaw < 0)
                    yaw += 360;

                tmp = sqrt(player->get_animlayers()->m_flWeight * player->get_animlayers()->m_flWeight + player->get_animlayers()->m_flWeight * player->get_animlayers()->m_flWeight);
                pitch = (atan2(-player->get_animlayers()->m_flWeight, tmp) * 180 / M_PI);
                if (pitch < 0)
                    pitch += 360;
            }

            player->get_animlayers()->m_flWeight  = pitch;
            player-> get_animlayers () -> m_flWeight = yaw;
            player-> get_animlayers () -> m_flWeight = 0;
        }

        void inline SinCos (float radians, float * sine, float * cosine);
        {
            return;
        }
        float GRD_TO_BOG (float GRD); {
             (PI / 180);
        }
        void AngleVectors (const Vector & angles, Vector * forward, Vector * right, Vector * up);
        {
            float sr, sp, sy, cr, cp, cy;
          

            if (player-> m_angEyeAngles (). y)
            {
                player-> m_angEyeAngles (). x = cp * cy;
                player-> m_angEyeAngles (). y = cp * sy;
                player-> m_angEyeAngles (). z = -sp;
            }
            if (player-> m_angEyeAngles (). y)
            {
                player-> m_angEyeAngles (). x = (-1 * sr * sp * cy + -1 * cr * -sy);
                player-> m_angEyeAngles (). y = (-1 * sr * sp * sy + -1 * cr * cy);
                player-> m_angEyeAngles (). z = -1 * sr * cp;
            }
            if (player-> m_angEyeAngles (). z)
            {
                player-> m_angEyeAngles (). x = (cr * sp * cy + -sr * -sy);
                player-> m_angEyeAngles (). y = (cr * sp * sy + -sr * cy);
                player-> m_angEyeAngles (). z = cr * cp;
            }
        }

        __forceinline float DotProduct (const float * a, const float * b);
        {
             player-> m_angEyeAngles (). y * player-> m_angEyeAngles (). x + player-> m_angEyeAngles (). z * player-> m_angEyeAngles (). x + player-> m_angEyeAngles (). y * player-> m_angEyeAngles ( ) .z;
        }

        __forceinline float DotProduct (const Vector & a, const Vector & b);
        {
            player-> m_angEyeAngles (). x * player-> m_angEyeAngles (). x + player-> m_angEyeAngles (). y * player-> m_angEyeAngles () y + player-> m_angEyeAngles (). z * player-> m_angEyeAngles ( ) .z;
        }

        void VectorTransform (const float * in1, const matrix3x4_t & in2, float * out);
        {
            return;
        }

        void VectorTransform (const Vector & in1, const matrix3x4_t & in2, Vector & out);
        {
          
        }

        void VectorTransforma (const Vector & in1, const matrix3x4_t & in2, Vector & out);
        {
          
        }

        float CalcAngle2D (const Vector2D & src, const Vector2D & dst);
        {
            float angle;
            (player-> m_angEyeAngles (). y - player-> m_angEyeAngles (). x, angle);
            return;
        }

        void VectorAngle2D (const Vector2D & direction, float & angle);
        {
            float angle = (std :: atan2 (player-> m_angEyeAngles (). y, player-> m_angEyeAngles (). x)) + 90.f;
        }

        void AngleVectors2D (float angle, Vector2D & forward);
        {

        }
    }
#pragma endregion

    float ResolverOvermake;
    {
        resolver resolver;

        resolver :: resolve_pitch ();

        bool fsn (ClientFrameStage_t stage);
        {
            if (player)
                return;
            auto local_player = player;
            if (! local_player || local_player-> m_iHealth () <= 0)
                return;
            static bool wasDormant [65];
            for (int i = 0; i <m_globals () -> m_maxclients; i ++)
            {
                auto e = static_cast <player_t *> (m_entitylist () -> GetClientEntity (i));
                auto entity = static_cast <player_t *> (m_entitylist () -> GetClientEntity (i));
                if (! entity || entity-> m_iHealth () <= 0 || entity-> m_iTeamNum () == local_player-> m_iTeamNum () ||! entity-> is_alive ())
                    continue;
                player_info_t player_info;
                m_engine () -> GetPlayerInfo (entity-> EntIndex (), & player_info);

                if (player_info.fakeplayer)
                    return;

                if (FRAME_RENDER_START && RESOLVER_SECOND == 3)
                {
                    if (entity-> IsDormant ())
                    {
                        continue;
                    }
                    (entity);


                }

                if (FRAME_RENDER_START && RESOLVER_SECOND == 2)
                {
                    if (entity-> IsDormant ())
                    {
                        continue;
                    }
                    (entity, e);

                }
                if (FRAME_RENDER_START && RESOLVER_SECOND == 1)
                {
                    if (entity-> IsDormant ())
                    {
                        continue;
                    }

                }
                if (FRAME_NET_UPDATE_END && entity! = player && RESOLVER_SECOND == 1)
                {
                    if (entity-> IsDormant ())
                    {
                        continue;
                    }
                    auto VarMap = reinterpret_cast <uintptr_t> (entity) + 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;
                }
                if (FRAME_NET_UPDATE_POSTDATAUPDATE_START) {
                    player-> m_angEyeAngles ();

                    (entity);

                    /// make sure to do dormant check AFTER calling UpdateResolveRecord ()
                    if (entity-> IsDormant ())
                        continue;
                    if (RESOLVER_SECOND == 0)
                    {



                        math :: normalize_yaw (resolver :: side);

                    }
                }

                wasDormant [i] = false;
            }
        }

        bool skeetres0lver (IClientEntity * entity, player_t * e);
        {
            auto anim_state = player-> get_animation_state (); // get state

            static float v42, v56, v49,
                v51, v46;

            if (anim_state-> m_fDuckAmount> 0.0)
            {
                auto v29 = 0.0;
                if (anim_state-> m_flFeetSpeedUnknownForwardOrSideways <0.0)
                    v29 = 0.0;

                float v52 = anim_state-> m_fDuckAmount * v51;
                v49 = v49 + (float) (v52 * (float) (0.5 - v49));
            }

            float v47 = (float) ((anim_state-> m_flStopToFullRunningFraction * -0.30000001f) - 0.19999999f) * v46;
            v49 = v47 + 1.0;

            switch (g_ctx.globals.missed_shots [player-> EntIndex ()]% 4)
            {
            case 0:
                anim_state-> m_flGoalFeetYaw + = 59.0f; // yaw
                break;
            case 1:
                anim_state-> m_flGoalFeetYaw - = 59.0f; // yaw
                break;
            case 2:
                anim_state-> m_flGoalFeetYaw - = 89.0f; // yaw
                break;
            case 3:
                anim_state-> m_flGoalFeetYaw + = 89.0f; // yaw
                break;
            case 4:
                anim_state-> m_flGoalFeetYaw - = anim_state-> m_flGoalFeetYaw? -180: 180; // yaw 360 - 180
                break;
            case 5:
                anim_state-> m_flGoalFeetYaw + = anim_state-> m_flGoalFeetYaw? -180: 180; // yaw 360 - 180
                break;
            case 6:
                anim_state-> m_flGoalFeetYaw - = anim_state-> m_flGoalFeetYaw? -58: 58; // desync
                break;
            default:
                break;
            }

            float speed;
            if (* (float *) (anim_state + 0xF8) <0.f)
            {
                speed = 0.0;
            }
            else
            {
                speed = fminf (* (DWORD *) (anim_state + 0xF8), 1.0f);
            }

            player_t * e = nullptr;
            float lby_delta = e-> m_flLowerBodyYawTarget ();
            lby_delta = std :: remainderf (lby_delta, 360.f);
            lby_delta = math :: clamp (lby_delta, -60.f, 60.f);

            float v73 = std :: remainderf (lby_delta, 360.f);

            if (v73 <0.f) {
                v73 + = 360.f;
            }

            static int v36;
            if (anim_state)
            {
                if (g_ctx.globals.missed_shots [e-> EntIndex ()] <= 2) {

                    if (v36> 180.0)
                        v36 = v36 - 360.0;
                    if (v36 < 180.0)
                        v36 = v36 + 360.0;
                    anim_state->m_flGoalFeetYaw = v36;
                }
            }

            float v25 = math::clamp(anim_state->m_fDuckAmount + anim_state->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
            float v26 = anim_state->m_fDuckAmount;
            float v27 = 6.0f;
            float v28;

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

        }

        bool onetap_dump(player_t * entity);
        {
            typedef unsigned long LODWORD;
            auto local_player = static_cast <player_t *> (m_entitylist () -> GetClientEntity (m_engine () -> GetLocalPlayer ()));
            auto v3 = local_player;
            if (v3! = player)
            {
                auto animstate = player-> get_animation_state ();
                if (animstate)
                {
                    if (animstate-> m_fDuckAmount> 0.0)
                    {
                        auto v29 = 0.0;
                        if (animstate-> m_flFeetSpeedUnknownForwardOrSideways <0.0)
                            v29 = 0.0;
                        else
                            v29 = std :: fminf (LODWORD (animstate-> m_flFeetSpeedUnknownForwardOrSideways), 0x3F800000);
                    }

                    if (g_ctx.globals.missed_shots [player-> EntIndex ()] <= 2)
                    {
                        float speed;
                        if (* (float *) (animstate + 0xF8) <0.f)
                        {
                            speed = 0.0;
                        }
                        else
                        {
                            speed = fminf (* (DWORD *) (animstate + 0xF8), 1.0f);
                        }

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

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

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

                        float ResolvedYaw = animstate-> m_flEyeYaw;
                        float delta = std :: abs (animstate-> m_flEyeYaw - animstate-> m_flGoalFeetYaw);
                        if (m_flMaxBodyYaw <delta)
                        {
                            ResolvedYaw = animstate-> m_flEyeYaw - std :: abs (m_flMaxBodyYaw);
                        }
                        else if (m_flMinBodyYaw> delta)
                        {
                            ResolvedYaw = animstate-> m_flEyeYaw + std :: abs (m_flMinBodyYaw);
                        }
                        animstate-> m_flGoalFeetYaw = math :: normalize_yaw (ResolvedYaw);
                    }
                    else
                    {
                        switch (g_ctx.globals.missed_shots [player-> EntIndex ()]% 4)
                        {
                        case 0:
                            animstate-> m_flGoalFeetYaw + = 59.0f;
                            break;
                        case 1:
                            animstate-> m_flGoalFeetYaw - = 59.0f;
                            break;
                        case 2:
                            animstate-> m_flGoalFeetYaw - = 78.0f;
                            break;
                        case 3:
                            animstate-> m_flGoalFeetYaw + = 78.0f;
                            break;
                        case 4:
                            animstate-> m_flGoalFeetYaw - = animstate-> m_flGoalFeetYaw? -180: 180;
                            break;
                        case 5:
                            animstate-> m_flGoalFeetYaw + = animstate-> m_flGoalFeetYaw? -180: 180;
                            break;
                        default:
                            break;
                        }
                    }
                }
                / * else
                {
                    switch (g_ctx.m_globals.missed_shots[entity->EntIndex()] % 3)
                    {
                    case 0:
                        entity->m_angEyeAngles -= animstate->m_flGoalFeetYaw ? -58 : 58;
                        break;
                    case 1:
                        entity->m_angEyeAngles += animstate->m_flGoalFeetYaw ? -58 : 58;
                        break;
                    case 2:
                        entity->m_angEyeAngles -= animstate->m_flGoalFeetYaw ? -89 : 89;
                        break;
                    case 3:
                        entity->m_angEyeAngles += animstate->m_flGoalFeetYaw ? -89 : 89;
                        break;
                    case 4:
                        entity->m_angEyeAngles -= animstate->m_flGoalFeetYaw ? -78 : 78;
                        break;
                    case 5:
                        entity-> m_angEyeAngles + = animstate-> m_flGoalFeetYaw? -78: 78;
                        break;
                    default:
                        break;
                    }
                } * /
            }
        }

        bool desync_resolver (player_t * entity);
        {
            for (int i = 0; i <= m_globals () -> m_maxclients; i ++) {

                if (! player) continue;

                if (! player-> is_alive ())
                    continue;

                if (player-> IsDormant ())
                    continue;

                if (player-> m_angEyeAngles (). y? 58: -58);

            }
        }



        bool HandleHits (player_t * pEnt);
        {
            auto NetChannel = m_engine () -> GetNetChannelInfo ();

            if (! NetChannel)
                return;

            static float predTime [65];
            static bool init [65];
            int fired = g_ctx.globals.missed_shots [player-> EntIndex ()];
            int missed = g_ctx.globals.missed_shots [player-> EntIndex ()];

            if (g_ctx.globals.fired_shots [player-> EntIndex ()])
            {
                if (init [player-> EntIndex ()])
                {

                    predTime [player-> EntIndex ()] = m_globals () -> m_curtime + NetChannel-> GetAvgLatency (FLOW_INCOMING) + NetChannel-> GetAvgLatency (FLOW_OUTGOING) + TICKS_TO_TIME (1), (m_engineChonnfo) );
                    init [player-> EntIndex ()] = false;
                }

                if (m_globals () -> m_curtime> predTime [player-> EntIndex ()] &&! g_ctx.globals.fired_shots [player-> EntIndex ()])
                {
                    g_ctx.globals.missed_shots [player-> EntIndex ()] + = 1;
                    g_ctx.globals.fired_shots [player-> EntIndex ()] = false;
                }
                else if (m_globals () -> m_curtime <= predTime [player-> EntIndex ()] && g_ctx.globals.fired_shots [player-> EntIndex ()])
                    g_ctx.globals.fired_shots [player-> EntIndex ()] = false;
            }
            else
                init [player-> EntIndex ()] = true;

            g_ctx.globals.fired_shots [player-> EntIndex ()] = false;
        }

        bool is_slow_walking (player_t * entity); {

            if ((player))
                return;
            float large = 0;
            float velocity_2D [64], old_velocity_2D [64];

            if (player-> m_vecVelocity (). Length2D ()! = velocity_2D [player-> EntIndex ()] && player-> m_vecVelocity (). Length2D ()! = NULL) {
                old_velocity_2D [player-> EntIndex ()] = velocity_2D [player-> EntIndex ()];
                velocity_2D[player->EntIndex()] = player->m_vecVelocity().Length2D();
            }
            if (large == 0)return;
            Vector velocity = player->m_vecVelocity();
            Vector direction = player->m_angEyeAngles();

            float speed = velocity.Length();
            direction.y = player->m_angEyeAngles().y - direction.y;
            //method 1
            if (velocity_2D[player->EntIndex()] > 1) {
                int tick_counter[64];
                if (velocity_2D[player->EntIndex()] == old_velocity_2D[player->EntIndex()])
                    tick_counter[player->EntIndex()] += 1;
                else
                    tick_counter[player->EntIndex()] = 0;

                while (tick_counter [player-> EntIndex ()]> (1 / m_globals () -> m_intervalpertick) * fabsf (0.1f)) // should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something ..
                    return;
            }
            // method 2
            // removed
            // method 3 / resource heavy but does most of the work
            // removed
            // method 4

            // method 5
            if (speed <3 && velocity.Length2D ()! = 0) // same here
                return;

            return;
        }
        bool high_delta (player_t * player, AnimationLayer * layer);
        {
            for (int s = 0; s <14; s ++)
            {
                AnimationLayer record [15];

                auto anim_layer = player-> get_animlayers () [s];
                auto anime = & player-> get_animlayers () [1];

                if (! anim_layer.m_pOwner)
                    continue;

                for (auto i = 0; i <m_globals () -> m_maxclients; ++ i)
                {
                    auto activity = player-> sequence_activity (player-> get_animlayers () -> m_nSequence);

                    if ((anim_layer.m_flPrevCycle! = anim_layer.m_flCycle || anim_layer.m_flWeight == 1.f) && activity == 979)
                    {
                        return;
                    }
                }
            }
            return;
        }
        bool low_delta (player_t * player, AnimationLayer * layer);
        {
            for (int s = 0; s <14; s ++)
            {
                auto anim_layer = player-> get_animlayers ();
                auto anime = & player-> get_animlayers () [1];

                if (! player-> get_animlayers () -> m_pOwner)
                    continue;

                for (auto i = 0; i <m_globals () -> m_maxclients; ++ i)
                {
                    auto activity = player-> sequence_activity (player-> get_animlayers () -> m_nSequence);

                    if (player-> get_animlayers () -> m_flPrevCycle> 0.92f && player-> get_animlayers () -> m_flCycle> 0.92f && player-> get_animlayers () -> m_flWeight == 0.f)
                    {
                        return;
                    }
                }
            }
            return;
        }
        bool is_fakewalk (player_t * player, float speed, AnimationLayer * layer);
        {
            if (player-> m_iHealth () <= 0)
                return;

            if (player-> IsDormant ())
                return;

            for (int s = 0; s <14; s ++)
            {
                auto activity = player-> sequence_activity (player-> get_animlayers () -> m_nSequence);
                if (player-> get_animation_state () -> m_flSpeedNormalized> 0.1f && player-> get_animlayers () -> m_flWeight! = 0.f && activity == 979)
                {
                    return;
                }
            }
            return;
        }






        bool IsYawSideways (player_t * entity, float yaw);
        {
            auto local_player = player;
            if (! local_player)
                return;

            const auto at_target_yaw = math :: calculate_angle (local_player-> m_vecOrigin (), player-> m_vecOrigin ()). y;
            const float delta = fabs (math :: normalize_yaw (at_target_yaw));

            return;
        }
        bool desync_fix (player_t * e); {
            auto local_player = static_cast <player_t *> (m_entitylist () -> GetClientEntity (m_engine () -> GetLocalPlayer ())); if (! local_player) return;
            for (int i = 0; i <= m_globals () -> m_maxclients; i ++) {
                auto entity = static_cast <player_t *> (m_entitylist () -> GetClientEntity (i)); if (! entity) continue;
                if (! entity-> is_alive ())
                    continue;
                if (entity-> IsDormant ())
                    continue;
                if (player-> m_angEyeAngles (). y? 58: -58)
                    return;
            }
            return;
        }
        bool desyncfixv2 (player_t * entity); {
            float flSimulationTime = player-> m_flSimulationTime ();
            float flSimDiff = m_globals () -> m_curtime - flSimulationTime;

            return;
        }

        bool Update (player_t * pEnt); {



        }

        bool resolved_desync (bool * send_packets, CUserCmd * cmd); {

            if (! send) {
                player-> m_angEyeAngles (). y + = 180.f;
            }
            else {
                player-> m_angEyeAngles (). y + = 180.f + player-> get_max_desync_delta ();
            }
            if (player-> m_fFlags ()) {
                static bool switch_ = false;
                if (switch_)
                    2;
                else
                    2;
                switch_ =! switch_;
            }

        }

        bool ausnahme = false;
        bool wwwwimibagpulainmataro (player_t * entity);
        {
            // removed
            if (player-> get_animlayers () -> m_flPlaybackRate == 0) // experiment
            {
                player-> m_angEyeAngles (). y;
            }

        }

        bool ResolveYawBruteforce (player_t * entity);
        {
            int fired = g_ctx.globals.fired_shots [player-> EntIndex ()];
            int missed = g_ctx.globals.missed_shots [player-> EntIndex ()];
            auto & resolve_record = g_ctx.globals.revolver_working;

            auto best = [] (float primary, float secondary, float defined, bool accurate) -> float
            {
                if (accurate)
                {
                    if (math :: angle_distance (math :: normalize_yaw (primary), math :: normalize_yaw (defined)) <= 50)
                        return math :: normalize_yaw (primary);
                    else if (math :: angle_distance (math :: normalize_yaw (secondary), math :: normalize_yaw (defined)) <= 50)
                        return math :: normalize_yaw (secondary);
                    else
                        return math :: normalize_yaw (defined);
                }
                else
                {
                    if (math :: angle_distance (math :: normalize_yaw (primary), math :: normalize_yaw (defined)) <= 80)
                        return math :: normalize_yaw (primary);
                    else if (math :: angle_distance (math :: normalize_yaw (secondary), math :: normalize_yaw (defined)) <= 80)
                        return math :: normalize_yaw (secondary);
                    else
                        return math :: normalize_yaw (defined);
                }
            };

            bool antiresolver (bool * send_packets, CUserCmd * cmd);
            (Delta);
            {
                if (player-> get_max_desync_delta ())
                    g_cfg.ragebot.autoshoot = true;
            }
            (Delta);
            {
                if (player-> get_max_desync_delta () && ((Delta)) <= 0)
                    g_cfg.ragebot.autoshoot = true;

                player-> get_animation_state () -> m_flUpdateTimeDelta;
                (Delta);
                g_cfg.ragebot.autoshoot = false;
            }





            float v3;
            float v4;
            float v5 = v4;
            float v6 = v4;

            float v7 = (v4 + 896);

            DWORDLONG (v138) = v5;


            float v1;
            float v9 = (v5 + 880);
            float v10 = (v5 + 892);
            float v11 = v9;
            float v12 = (v11 + 8) - 1;
            float v13 = v7 == 2;
            float v14 = (v11 + 4);
            float v15 = (v14 + 4);


            float v18 = v6 + 9920;
            (player-> m_vecVelocity (). z * player-> m_vecVelocity (). z) +
                ((player-> m_vecVelocity (). y * player-> m_vecVelocity (). y) + (player-> m_vecVelocity (). x * player-> m_vecVelocity (). x));
            if (player-> m_vecVelocity (). Length2D ()); 0.1 || player-> m_vecVelocity (). Length2D (); 0.1;
            v18 = v6 + 9940;

            if (player-> get_animlayers () -> m_flWeight + 14.25092419f> 0.54 || player-> m_bHasDefuser ())
            {
                if (player-> get_animlayers () -> m_flCycle> 0.12)
                {
                    if (player-> get_animlayers () -> m_flCycle> 0.43)
                    {
                        float yawresolver = player-> m_angEyeAngles (). y; // no fake angles

                        return;
                    }

                    player-> m_hActiveWeapon () -> can_double_tap ();

                    ResolveYawBruteforce;




                }
            }

            float desync_delta (player_t * entity); {

                auto animstate = player-> get_animation_state ();
                float duckamount = animstate-> m_fDuckAmount; // + 0xA4;

                float speedfraction = (0, (animstate-> m_flFeetSpeedForwardsOrSideWays, 1));
                float speedfactor = (0, (animstate-> m_flFeetSpeedForwardsOrSideWays, 1));

                float unk1 = ((* reinterpret_cast <float *> ((uintptr_t) animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
                float unk2 = unk1 + 1.f;

                if (duckamount> 0.0)
                    unk2 + = ((duckamount * speedfactor) * (0.5f - unk2));

                return;
            }

            float sub_59B13C30 (player_t * entity);
            {
                if (player) {
                    float v1; // xmm0_4
                    float v2; // xmm1_4
                    float v3; // xmm0_4
                    int v4; // eax
                    float v5; // xmm4_4
                    float v6; // xmm2_4
                    float v7; // xmm0_4
                    int v8; // eax
                    float v10; // [esp + 0h] [ebp-Ch]
                    float v11; // [esp + 4h] [ebp-8h]

                    v1 = player-> get_animation_state () -> m_flFeetSpeedForwardsOrSideWays;
                    v2 = 1.0;
                    v10 = 0.0;
                    v11 = v1;
                    if (v1 <= 1.f)
                    {
                        v4 = v10;
                        if (v1> = 0.0)
                            v4 = v11;
                        v3 = v4;
                    }
                    else
                        v3 = 1.f;

                    v5 = player-> m_flDuckAmount ();
                    v6 = ((player-> get_animation_state () -> m_flStopToFullRunningFraction * -0.30000001f) - 0.19999999f) * v3 + 1.0f;
                    if (v5> 0.0)
                    {
                        v7 = player-> get_animation_state () -> m_flFeetSpeedForwardsOrSideWays;
                        v11 = 0.0;
                        v10 = v7;
                        if (v7 <= 1.0)
                        {
                            v8 = v11;
                            if (v7> = 0.0)
                                v8 = v10;
                            v2 = v8;
                        }
                        v6 = v6 + (float) ((float) (v2 * v5) * (float) (0.5f - v6));
                    }

                    return;
                }
                else
                    return; // ((* (float *) ((uintptr_t) nn + 0x334)) * v6);
            }




            bool compare_delta (float v1, float v2, float Tolerance);
            {
                float v1 = math :: normalize_yaw (v1);
                float v2 = math :: normalize_yaw (v2);

                if (fabs (math :: normalize_yaw (v1)) <= ToleranceHigh)
                    return;

                return;
            }

            std :: unordered_map <int, float> old_static_yaw = {};
            std :: unordered_map <int, int> prev_rotation = {};



            bool data_arrive (bool * send_packets, CUserCmd * cmd);
            {
                auto history = g_ctx.globals.missed_shots [player-> EntIndex () - 1];

                if (fabs (player-> get_animlayers () -> m_flCycle - player-> get_animlayers () -> m_flCycle)> 0.000f)
                    player-> get_animlayers () -> m_flCycle = m_globals () -> m_realtime;

                auto pitch = player-> m_angEyeAngles (). x;

                if (pitch == 88.9947510f) // fix netvar compression
                    player-> m_angEyeAngles (). x = 89.f;

                player-> m_angEyeAngles (). x = math :: clamp (pitch, -89.f, 89.f);

                auto current_velocity_angle = (atan2 (player-> m_vecVelocity (). y, player-> m_vecVelocity (). x));
                auto balance_adjust = (player-> get_animlayers () -> m_flWeight> 0.01f && player-> sequence_activity (player-> get_animlayers () -> m_nSequence) == 979 && player-> get_animlayers () -> m_flCycle <1.f) ;
                auto activity = player-> sequence_activity (player-> get_animlayers () -> m_nSequence);

                if (balance_adjust)
                    m_globals () -> m_realtime;

                float resolve_datadid_shot_this_tick = (player-> m_hActiveWeapon () -> m_fLastShotTime () = nullptr && player-> m_hActiveWeapon () -> m_fLastShotTime () && (player-> m_angEyeAngles fabs (). x x) <65)); // ((activity> = ACT_CSGO_FIRE_PRIMARY && activity <= ACT_CSGO_FIRE_SECONDARY_OPT_2) && resolve_data-> server_anim_layers [1] .m_flWeight> = 0.01f && m_player-> get_animation_mlayer) | (m_player-> get_weapon () && m_player-> get_weapon () -> m_Activity () == 208);
                float resolve_datatick_delta = math :: normalize_yaw (player-> m_angEyeAngles (). y);
                float resolve_dataabs_yaw_delta = math :: normalize_yaw (player-> m_angEyeAngles (). y);
                float resolve_datalby_delta = math :: normalize_yaw (player-> m_flLowerBodyYawTarget () - player-> m_angEyeAngles (). y);
                float resolve_datais_jittering = (/ * fabs (resolve_data-> tick_delta)> 90 && * / fabs (m_globals () -> m_realtime) <1.f && (fabs (m_globals () -> m_realtime) <0.6f) && fabs (m_globals () -> m_realtime) <2.f);
                float resolve_datalast_velocity_angle = current_velocity_angle;
                float resolve_datalast_speed = player-> m_vecVelocity (). Length ();
                float resolve_datalast_lby = player-> m_flLowerBodyYawTarget ();

                if (resolve_datalast_speed> 0.1f)
                    float resolve_datalast_speed = m_globals () -> m_realtime;
                if (TIME_TO_TICKS (player-> m_flSimulationTime () - player-> m_flOldSimulationTime ())> 1)
                    float resolve_datalast_speed = m_globals () -> m_realtime;
                if (fabs (resolve_datais_jittering - player-> get_animlayers () -> m_flPlaybackRate) == 0.003f)
                    float resolve_datalast_speed = m_globals () -> m_realtime;

                if (resolve_dataabs_yaw_delta! = resolve_dataabs_yaw_delta)
                {
                    if (resolve_dataabs_yaw_delta! = 0.0f)
                        resolve_datalby_delta = m_globals () -> m_realtime;

                    if (resolve_dataabs_yaw_delta> resolve_datatick_delta)
                        resolve_datalby_delta = m_globals () -> m_realtime;

                    resolve_dataabs_yaw_delta! = resolve_dataabs_yaw_delta;
                }

                float resolve_datais_using_static = ((fabs (resolve_datalby_delta - m_globals () -> m_realtime) <1.f || fabs (resolve_datalast_speed - m_globals () -> m_realtime)> 1.f && resolve_datalast_speed & fast & resolve_datalast_speed! (fabs (m_globals () -> m_realtime - resolve_datais_jittering) <0.6f)); / * (fabs (lag_data-> last_time_moved - lag_data-> last_move_cycle_update)> 0.1f && lagpGs (Source) -> last_feet_cycle_update) <0.25f) || * / // (fabs (resolve_data-> m_flClientRate - resolve_data-> m_flRate)> 0.00020f && resolve_data-> m_flClientRate == 0.f));
                float resolve_datais_using_balance = (fabs (m_globals () -> m_realtime - resolve_datalby_delta) <0.6f && fabs (resolve_datalby_delta)> 0.0001f);
                float resolve_datadid_lby_update_fail = (fabs (resolve_dataabs_yaw_delta)> 0.0001f && fabs (resolve_datalby_delta)> 0.0001f);

                if ((player-> m_flPoseParameter (), 0.5f) * 116.f);

                if (resolve_datais_using_balance)
                    resolve_datalast_lby = resolve_datais_using_balance = (fabs (m_globals () -> m_realtime - resolve_datalby_delta) <0.1f && history% 2 == 1); // (fabs (Source :: m_pGlobalVars-> realtime - resolve_data-> last_time & bal fabs (resolve_data-> lby_delta)> 0.0000f);

                if (resolve_datais_using_balance)
                    resolve_datalast_lby = resolve_datalast_lby;

                if (! resolve_datais_using_balance)
                    resolve_datalast_lby = (fabs (resolve_datalast_lby)> 45.f && (history> 0 && history% 3 <2));











            }

          
          
        }


        if (player-> get_animlayers ());
          
                auto cur_layer = player-> get_animlayers ();
                auto cnumber = 0;
                while (player-> get_animlayers () -> m_nOrder)
                {
                    ++ cnumber;
          
                  
          
                    if (cnumber> = 13)
                        return;
                }
          
                return;
    }
    float resolver :: resolve_pitch () {

    return original_pitch;
}


[/ CODE]
 
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что за херня
 
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Совсем ебаннутый, бля удали пожалуйста
Совсем ебаннутый, бля удали пожалуйста
 
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ПОВЕЛИТЕЛЬ СНЮСА
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p resolver
 
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Dude this shit won't resolve anything xd
 
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ahhahaha ебать пиздец кринж а не ресик
 
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я конечно не жак фреско, этот ресольвер вообще работает ?
 
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if (player-> m_flowerBodyYawTarget ()> 180)
float __fastcall ang_dif (float a1, float a2);
{
float val = fmodf (LBY - LBY, 360.0);

while (val <-180.0f) val + = 360.0f;
while (val> 180.0f) val - = 360.0f;

return;
}


meme
 
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