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C++ Legendware resolver

  • Автор темы Автор темы xSpeeDy
  • Дата начала Дата начала
Код:
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// 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]
This shot looks like a lby resolver lmao.

AHAHAHA it even has lby prediction!
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
Expand Collapse Copy
// 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]
Резольвер рейвтрипа даже получше будет.
Такая хуйня даже для паблика не сгодиться.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
ТАНК АА потапать охота))
 
Уууууу, что это вообще такое бл
 
What cpp do we publish these codes in ?
 
Код:
Expand Collapse Copy
// 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] [/ CODE]
[/ QUOTE]
WTF SUPPER TRASH ?
 
чел это КРИНЖ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
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