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