Вопрос Резольвер

Забаненный
Статус
Оффлайн
Регистрация
16 Окт 2020
Сообщения
13
Реакции[?]
1
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
резольвер говно переделайте ктото пжпжпж


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: [URL]http://www.viva64.com[/URL]

#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;
}
 
Последнее редактирование модератором:
Сверху Снизу