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C++ Legendware resolver (not best but resolves head)

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18 Мар 2020
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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() {



    auto ticks = TIME_TO_TICKS(player->m_flSimulationTime() - player->m_flOldSimulationTime());
    if (ticks == 0 && player->EntIndex() > 0)
    {
        return;
    }
    else
    {
        (player->EntIndex()); ticks;
        return;
    }



    void ResolveAngles(entity_t * player); {
        aim* data ;

        if (player->is_player(),false,(player->EntIndex()))
            return;

        if (!player->m_iShotsFired())
        {
            if (player)
            {
                switch (g_ctx.globals.missed_shots; 2)
                {
                case 0:
                    player->m_angEyeAngles().x = player->m_angEyeAngles().x = -90.f;
                case 1:
                    player->m_angEyeAngles().x = player->m_angEyeAngles().x = +90.f;
                    break;
                }
            }
        }

        (data, player);
    }


    

        if ((player_record->player)  && player_record->player->m_vecVelocity().Length2D() <= 0.15)
            return ;
        else
            return ;
    

    float AngleDiff(float SrcAngle); {
        float delta;
        float destAngle = player->m_angEyeAngles().x;
        float srcAngle = player->m_angEyeAngles().y;


        delta = fmodf(destAngle - srcAngle, 360.0f);
        if (destAngle > srcAngle) {
            if (delta >= 180)
                delta -= 360;
        }
        else {
            if (delta <= -180)
                delta += 360;
        }
        return;
    }
    void wresolver(aim * data, lagcompensation * record);
    {
        float max_rotation = player_record->player->GetBody();

        float resolve_value = 60.f;

        if (!player_record->player->get_animation_state())
            return;

        const auto info = player->get_animation_state();
        if (!info)
            return;

        float brute = player->m_angEyeAngles().y = 58;
        float brute2 = player->m_angEyeAngles().y = -58;
        float m_flEyeYaw = player->get_animation_state()->m_flEyeYaw;
        float m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw;


        player_record->layers[3].m_flCycle == 0.f && player_record->layers[3].m_flWeight == 0.f;
        float m_flSide = (m_flEyeYaw, m_flGoalFeetYaw) > 0.f ? -60.f : 60.f; // aka side


        if (player_record->player->sequence_activity(player_record->layers[6].m_nSequence) == 979)
            player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flEyeYaw; // maby

        if (max_rotation < resolve_value)
            resolve_value = max_rotation;

        if (player)
        {
            brute = player_record->player->m_flLowerBodyYawTarget();
              // for log
        }

    
        if (player->get_max_desync_delta())
        {
            brute2 = 0; // for log

            if (m_flSide < 0.f)
            {
                brute = 22.f;
            }
            else
            {
                brute = -19.f;
            }
        }

        else {
            float lbyt = player_record->player->m_flLowerBodyYawTarget();
            float delta = std::abs(math::normalize_yaw(m_flEyeYaw - lbyt));

            float resolve_yaw = ((delta < 0.f) ? resolve_value : resolve_value);

            
        }
        for (; m_flGoalFeetYaw > 180.0; m_flGoalFeetYaw = m_flGoalFeetYaw - 360.0); //normalize
        for (; m_flGoalFeetYaw < -180.0; m_flGoalFeetYaw = m_flGoalFeetYaw + 360.0); //normalize

        player->get_animation_state()->m_flGoalFeetYaw = m_flEyeYaw + brute;


    }

    float ResolveShotw(aim* data, lagcompensation *record);
    {
        player_info_t info;

        float flPseudoFireYaw = math::normalize_yaw( g_ctx.local()->m_CachedBoneData()[0].GetOrigin().y);
        std::string name{ std::string(info.szName).substr(0, 24) };
        if (player->get_max_desync_delta())
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 60.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 60.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? 180.f : -253.f;
        }
        else
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 30.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 30.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? -360.f : 30.f;
        }
    }

    


    
    
    
#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 ;
        }
    }

    float Delta = player->get_max_desync_delta();

    float  ResolverOvermake;
    {
        resolver resolver;

        resolver::resolve_pitch();

        

        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;


            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);
                    }
                }
            }
        }

        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 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);
                }
            };

            





            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;




                }
            }

    

                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;
    

            
                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);
        }






                

                





                if (player_record->layers[6].m_flPlaybackRate > 0.1)
                {

                    for (int resolve_delta = Delta; resolve_delta < -Delta; resolve_delta = resolve_delta - 20.f)
                    {
                        player->get_animation_state()->m_flGoalFeetYaw = resolve_delta;
                    }

                }





    }
    float get_max_desync_delta(); {

        auto animstate = player->get_animation_state();

        float rate = 180;
        float duckammount = *(float*)(animstate + 0xA4);
        float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));

        float speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));

        float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
        float unk2 = unk1 + 1.f;
        float unk3;

        if (duckammount > 0) {

            unk2 += ((duckammount * speedfactor) * (0.5f - unk2));

        }

        unk3 = *(float*)(animstate + 0x334) * unk2;

        return ;
    }

    int random(int min, int max);
    {
        static bool first = true;
        if (first) {
            srand(time(NULL));
            first = false;
        }
        return; rand() % ((+1));
    }




    void CResolver(); {

        if (!resolver::fake)
            return;

        auto animstate = player->get_animation_state();

        const auto player_animation_state = player->get_animation_state();

        float newFeetYaw = 1.f;


        if (!player_animation_state)
            return;


        float v136 = fmod(newFeetYaw, 360.0);


        float v6 = 0;
        for (size_t i = 0; i < player->animlayer_count(); i++) // hi yougame i hacked skeet
        {
            auto animLayer = player->get_animlayers();
            if (!animLayer)
                continue;
            if (player->sequence_activity(animLayer->m_nSequence) == 979);
            auto v6 = player->GetBody();
        }

        int v19 = g_ctx.globals.missed_shots[player->EntIndex()] % 2; // p2c bruteforce
        switch (v19)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + ( 58.0);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - ( 116.0);
            break;
        case 2:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw +( 86.0);
            break;
        case 3:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - ( 172.0);
            break;
        default:
            return;



            player_animation_state->m_flGoalFeetYaw = v136;
        }


        enum animation
        {
            ANIMATION_LAYER_ADJUST,
            ANIMATION_LAYER_LEAN,
            ANIMATION_LAYER_MOVEMENT_MOVE,
            ANIMATION_LAYER_AIMMATRIX,
            ANIMATION_LAYER_WEAPON_ACTION_RECROUCH,
            ANIMATION_LAYER_WEAPON_ACTION,
        };


        AnimationLayer m_server_anim_layers[15];
        AnimationLayer m_previous_anim_layers[15];
        AnimationLayer m_resolver_anim_layers[3][15];

        int m_side;
        int m_way;

        auto speed_2d = player->m_vecVelocity().Length2D();

        

        if (player->m_fFlags() & FL_ONGROUND)
        {

            if (speed_2d <= 0.1)
            {
                if (m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flWeight == 0.0
                    && m_server_anim_layers[ANIMATION_LAYER_ADJUST].m_flCycle == 0.0)
                {
                    m_way = 1;
                    m_side = 2 * (math::normalize_yaw(player->get_animation_state()->m_flEyeYaw) <= 0.0) - 1;
                }
            }
            else if (!(m_server_anim_layers[ANIMATION_LAYER_LEAN].m_flWeight * 1000.0) && (m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0) == (m_previous_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0))
            {
                auto m_first_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_AIMMATRIX][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
                auto m_second_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION_RECROUCH][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
                auto m_third_delta = fabsf(m_server_anim_layers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - m_resolver_anim_layers[ANIMATION_LAYER_WEAPON_ACTION][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);

                if (m_first_delta < m_second_delta || m_third_delta <= m_second_delta || (m_second_delta * 1000.0))
                {
                    if (m_first_delta >= m_third_delta && m_second_delta > m_third_delta && !(m_third_delta * 1000.0))
                    {
                        m_way = 1;
                        m_side = 1;
                    }
                }
                else
                {
                    m_way = 1;
                    m_side = -1;
                }
            }
        }

    }
    if (!player || player->IsDormant())
    {
        if (player->EntIndex() <= 0)
            player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y - 60.0;
        else
            player->get_animation_state()->m_flGoalFeetYaw = player->m_angEyeAngles().y + 60.0;
        for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360.0)
            ;
        for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360.0)
            ;
    }
    else
    {
        if (player->EntIndex() <= 0)
            float m_flFeetYaw = resolver::lock_side > 2;
        else
            player->get_animation_state()->m_flGoalFeetYaw = resolver::lock_side > 1;
        for (; player->get_animation_state()->m_flGoalFeetYaw > 180.0; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw - 360.0)
            ;
        for (; player->get_animation_state()->m_flGoalFeetYaw < -180.0; player->get_animation_state()->m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw + 360.0)
            ;
    }

    if (player_record->layers[3].m_flPlaybackRate == 0.0
        && (player_record->layers[3].m_flWeightDeltaRate == 0.0
            && (player_record->layers[3].m_flWeight == 1.0
                && (player_record->layers[3].m_flWeight == 1.0)))) {

        // tls static VI
        float v1 = (player->EntIndex());
        float v2 = v1;
        // record count> = 2

        float v14;

        float yaw_delta = player->get_animation_state()->m_flEyeYaw - player->get_animation_state()->m_flEyeYaw;
        // yaw_delta = angle _ normalize (yaw delta);
        float _resolved_side = (v2 + 0xBE8);
        // if resolved side == 1 && yaw_delta <-30.0)
        // resolved_side = 0;
        // else if (resolved side! = 0 && yaw delta> 30.0)
        // resolved side = 1;
        if (_resolved_side == 1 && (side = 0, yaw_delta < -30.0);
            ((_resolved_side == 0) != 0 && (side = 1, yaw_delta > 30.0)));
        return;
    }

    float desync_delta; // xmm0_4
    float v4; // xmm1_4
    float v5; // xmm1_4
    float v6; // xmm1_4
    float v7; // xmm1_4
    float v8; // xmm1_4
    float v9; // xmm1_4
    float m_flGoalFeetYaw = player->get_animation_state()->m_flGoalFeetYaw;

    desync_delta = player->m_flLowerBodyYawTarget() * 58.0;
    switch (g_ctx.globals.missed_shots; 1)
    {
    case 1:
        v4 = m_flGoalFeetYaw + (desync_delta + desync_delta);
        if (v4 > 180.0 || v4 < -180.0)
            player->m_angEyeAngles().x = (v4 / 360.0), FL_ONGROUND;
        break;
    case 2:
        v5 = m_flGoalFeetYaw + (desync_delta * 0.5);
        if (v5 > 180.0 || v5 < -180.0)
            player->m_angEyeAngles().x = (v5/ 360.0), FL_ONGROUND;
        break;
    case 4:
        v6 = m_flGoalFeetYaw + (desync_delta * -0.5);
        if (v6 > 180.0 || v6 < -180.0)
            player->m_angEyeAngles().x = (v6/ 360.0), FL_ONGROUND;
        break;
    case 5:
        v8 = m_flGoalFeetYaw - (desync_delta + desync_delta);
        if (v8 > 180.0 || v8 < -180.0)
            player->m_angEyeAngles().x = (v8 / 360.0), FL_ONGROUND;
        break;
    case 7:
        v9 = m_flGoalFeetYaw + 120.0;
        if ((m_flGoalFeetYaw + 120.0) > 180.0 || v9 < -180.0)
            player->m_angEyeAngles().x = (v9 / 360.0), FL_ONGROUND;
        break;
    case 8:
        v7 = m_flGoalFeetYaw + -120.0;
        if ((m_flGoalFeetYaw + -120.0) > 180.0 || v7 < -180.0)
            player->m_angEyeAngles().x = (v7 / 360.0), FL_ONGROUND;
        
    default:
        return;
    }
}

    




        



        
        
 



























            


    
    float resolver::resolve_pitch() {

    return original_pitch;
}


hf not best tbh
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
switch (g_ctx.globals.missed_shots; 2)
                {
                case 0:
                    player->m_angEyeAngles().x = player->m_angEyeAngles().x = -90.f;
                case 1:
                    player->m_angEyeAngles().x = player->m_angEyeAngles().x = +90.f;
                    break;
                }
C++:
Expand Collapse Copy
if (player->get_max_desync_delta())
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 60.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 60.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? 180.f : -253.f;
        }
        else
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 30.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 30.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? -360.f : 30.f;
        }
C++:
Expand Collapse Copy
switch (v19)
        {
        case 0:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + ( 58.0);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - ( 116.0);
            break;
        case 2:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw +( 86.0);
            break;
        case 3:
            animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - ( 172.0);
            break;
        default:
            return;
:roflanBuldiga: :roflanBuldiga:
 
C++:
Expand Collapse Copy
switch (g_ctx.globals.missed_shots; 2)
                {
                case 0:
                    player->m_angEyeAngles().x = player->m_angEyeAngles().x = -90.f;
                case 1:
                    player->m_angEyeAngles().x = player->m_angEyeAngles().x = +90.f;
                    break;
                }
C++:
Expand Collapse Copy
if (player->get_max_desync_delta())
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 60.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 60.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? 180.f : -253.f;
        }
        else
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 30.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 30.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? -360.f : 30.f;
        }
:roflanBuldiga: :roflanBuldiga:
chill, i mentioned its not the best , stop hating lmao
chill, i mentioned its not the best , stop hating lmao
and i mentioned its trash code
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
            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);

? нихуя он умный псевдокод вставлять
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
            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);

? нихуя он умный псевдокод вставлять
Я еще до этого не долистал
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
what the fuck
 
Why does it look like you took random resolvers from yougame and just put them together and made the ultimate garbage
 
Omg stop pasting some shit resolver do u own... this resolver is more broke then resolve.
 
C++:
Expand Collapse Copy
switch (g_ctx.globals.missed_shots; 2)
Ну тут надо прыгать с окна...
 
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