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Автор темы
- #1
C++:
#include "animation_system.h"
#include "../ragebot/aim.h"
#include "../../utils/math.hpp"
#include "../misc/logs.h"
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --INITIALIZE RESOLVER-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int last_ticks[65];
int player_t::GetChokedPackets() {
auto ticks = TIME_TO_TICKS(m_flSimulationTime() - m_flOldSimulationTime());
if (ticks == 0 && last_ticks[EntIndex()] > 0) {
return last_ticks[EntIndex()] - 1;
}
else {
last_ticks[EntIndex()] = ticks;
return ticks;
}
}
float AngleMod(float a)
{
return (360.f / 65536) * ((int)(a * (65536.f / 360.0f)) & 65535);
}
float ApproachAngle(float target, float value, float speed)
{
target = AngleMod(target);
value = AngleMod(value);
float delta = target - value;
// Speed is assumed to be positive
if (speed < 0)
speed = -speed;
if (delta < -180)
delta += 360;
else if (delta > 180)
delta -= 360;
if (delta > speed)
value += speed;
else if (delta < -speed)
value -= speed;
else
value = target;
return value;
}
float get_backward_side(player_t* player)
{
return math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
}
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);
}
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --RESET RESOLVER-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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(player_t* e)
{
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --LEGIT CHECK-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
auto animstate = e->get_animation_state();
if (e->GetChokedPackets() <= 0)
return;
if (!animstate)
return;
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
if (!(g_ctx.local()->is_alive()))
return;
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --PREPARATIONS-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
auto entity_index = e->EntIndex();
auto entity_index2 = e->EntIndex() - 1;
AnimationLayer* pLayer = e->get_animlayers();
AnimationLayer server_animlayers[15];
AnimationLayer resolver_animlayers[3][15];
AnimationLayer previous_animlayers[15];
memcpy(server_animlayers, resolver_animlayers, sizeof(AnimationLayer) * 15);
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --CHECKS-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const auto slowwalk = animstate->m_flFeetYawRate >= 0.01f && animstate->m_flFeetYawRate <= 0.8f && e->m_vecVelocity().Length2D() <= 110.f && e->m_fFlags() & FL_ONGROUND;
auto moving = e->m_vecVelocity().Length2D() > 175.f && e->m_fFlags() & FL_ONGROUND;
const auto jumping = !(e->m_fFlags() & FL_ONGROUND);
auto active_weapon = e->m_hActiveWeapon()->m_iItemDefinitionIndex();
if (!(e->m_bIsScoped()) && active_weapon == WEAPON_SCAR20 || active_weapon == WEAPON_G3SG1)
{
moving = e->m_vecVelocity().Length2D() >= 200.f && e->m_vecVelocity().Length2D() <= 220.f && e->m_fFlags() & FL_ONGROUND;
}
else if (e->m_bIsScoped() && active_weapon == WEAPON_SCAR20 || active_weapon == WEAPON_G3SG1)
{
moving = e->m_vecVelocity().Length2D() >= 100.f && e->m_vecVelocity().Length2D() <= 120.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPON_SSG08)
{
moving = e->m_vecVelocity().Length2D() >= 210.f && e->m_vecVelocity().Length2D() <= 230.f && e->m_fFlags() & FL_ONGROUND;
}
else if (!(e->m_bIsScoped()) && active_weapon == WEAPON_AWP)
{
moving = e->m_vecVelocity().Length2D() >= 180.f && e->m_vecVelocity().Length2D() <= 200.f && e->m_fFlags() & FL_ONGROUND;
}
else if (e->m_bIsScoped() && active_weapon == WEAPON_AWP)
{
moving = e->m_vecVelocity().Length2D() >= 80.f && e->m_vecVelocity().Length2D() <= 100.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPON_DEAGLE)
{
moving = e->m_vecVelocity().Length2D() >= 210.f && e->m_vecVelocity().Length2D() <= 230.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPON_REVOLVER)
{
moving = e->m_vecVelocity().Length2D() >= 170.f && e->m_vecVelocity().Length2D() <= 190.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_PISTOL)
{
moving = e->m_vecVelocity().Length2D() >= 220.f && e->m_vecVelocity().Length2D() <= 240.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_KNIFE || active_weapon == WEAPONTYPE_C4)
{
moving = e->m_vecVelocity().Length2D() >= 230.f && e->m_vecVelocity().Length2D() <= 250.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPON_TASER)
{
moving = e->m_vecVelocity().Length2D() >= 200.f && e->m_vecVelocity().Length2D() <= 220.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_GRENADE)
{
moving = e->m_vecVelocity().Length2D() >= 230.f && e->m_vecVelocity().Length2D() <= 250.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_RIFLE)
{
moving = e->m_vecVelocity().Length2D() >= 200.f && e->m_vecVelocity().Length2D() <= 220.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_SUBMACHINEGUN)
{
moving = e->m_vecVelocity().Length2D() >= 200.f && e->m_vecVelocity().Length2D() <= 240.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_SUBMACHINEGUN)
{
moving = e->m_vecVelocity().Length2D() >= 200.f && e->m_vecVelocity().Length2D() <= 240.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPON_NEGEV)
{
moving = e->m_vecVelocity().Length2D() >= 130.f && e->m_vecVelocity().Length2D() <= 150.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPON_M249)
{
moving = e->m_vecVelocity().Length2D() >= 175.f && e->m_vecVelocity().Length2D() <= 195.f && e->m_fFlags() & FL_ONGROUND;
}
else if (active_weapon == WEAPONTYPE_SHOTGUN)
{
moving = e->m_vecVelocity().Length2D() >= 195.f && e->m_vecVelocity().Length2D() <= 225.f && e->m_fFlags() & FL_ONGROUND;
}
//const auto legitaa = animstate->m_flPitch < 20 && animstate->m_flPitch > -20 && e->GetChokedPackets() > 0;
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --LOGIC-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
auto velocity = e->m_vecVelocity(); //velocity
auto weapon = e->m_hActiveWeapon(); //active weapon
float cycle = (pLayer->m_flPlaybackRate * animstate->m_flLastClientSideAnimationUpdateTime) + pLayer->m_flCycle;
cycle -= (float)(int)cycle;
if (cycle < 0.0f)
cycle += 1.0f;
if (cycle > 1.0f)
cycle -= 1.0f;
float max_speed = 260.0f;
if (weapon)
max_speed = std::fmax(weapon->get_csweapon_info()->flMaxPlayerSpeed, 0.001f);
auto unknown_velocity = *(float*)(uintptr_t(animstate) + 0x2A4);
if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 1.0f)
{
if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.5f)
{
float velocity = unknown_velocity;
float delta = animstate->m_flLastClientSideAnimationUpdateTime * 60.0f;
float new_velocity;
if ((80.0f - velocity) <= delta)
{
if (-delta <= (80.0f - velocity))
new_velocity = 80.0f;
else
new_velocity = velocity - delta;
}
else
{
new_velocity = velocity + delta;
}
unknown_velocity = new_velocity;
}
}
bool WasMovingLastUpdate = false;
bool JustStartedMovingLastUpdate = false;
if (e->m_vecVelocity().Length2D() <= 0.0f)
{
animstate->m_flTimeSinceStartedMoving = 0.0f;
WasMovingLastUpdate = animstate->m_flTimeSinceStoppedMoving <= 0.0f;
animstate->m_flTimeSinceStoppedMoving += animstate->m_flLastClientSideAnimationUpdateTime;
}
else
{
animstate->m_flTimeSinceStoppedMoving = 0.0f;
JustStartedMovingLastUpdate = animstate->m_flTimeSinceStartedMoving <= 0.0f;
animstate->m_flTimeSinceStartedMoving = animstate->m_flLastClientSideAnimationUpdateTime + animstate->m_flTimeSinceStartedMoving;
}
animstate->m_flCurrentFeetYaw = animstate->AbsYaw();
auto v47 = std::clamp(animstate->AbsYaw(), -360.0f, 360.0f);
auto v49 = math::normalize_yaw(math::angle_diff(animstate->m_flEyeYaw, v47));
if (animstate->m_flFeetSpeedForwardsOrSideWays >= 0.0)
animstate->m_flFeetSpeedForwardsOrSideWays = fminf(animstate->m_flFeetSpeedForwardsOrSideWays, 1.0);
else
animstate->m_flFeetSpeedForwardsOrSideWays = 0.0;
auto v54 = animstate->m_fDuckAmount;
auto v55 = ((((*(float*)((uintptr_t)animstate + 0x11C)) * -0.30000001) - 0.19999999) * animstate->m_flFeetSpeedForwardsOrSideWays) + 1.0f;
if (v54 > 0.0)
{
if (animstate->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
animstate->m_flFeetSpeedUnknownForwardOrSideways = fminf(animstate->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
else
animstate->m_flFeetSpeedUnknownForwardOrSideways = 0.0;
v55 += ((animstate->m_flFeetSpeedUnknownForwardOrSideways * v54) * (0.5f - v55));
}
auto v58 = *(float*)((uintptr_t)animstate + 0x334) * v55;
auto v59 = *(float*)((uintptr_t)animstate + 0x330) * v55;
if (v49 <= v58)
{
if (v59 > v49)
animstate->m_flGoalFeetYaw = fabs(v59) + animstate->m_flEyeYaw;
}
else
animstate->m_flGoalFeetYaw = animstate->m_flEyeYaw - fabs(v58);
animstate->m_flGoalFeetYaw = math::normalize_yaw(animstate->m_flGoalFeetYaw);
if (e->m_vecVelocity().Length2D() > 0.1 || fabs(animstate->flUpVelocity) > 100.0)
{
animstate->m_flGoalFeetYaw = ApproachAngle(
animstate->m_flEyeYaw,
animstate->AbsYaw(),
(((*(float*)((uintptr_t)animstate + 0x11C)) * 20.0f) + 30.0f)
* animstate->m_flLastClientSideAnimationUpdateTime);
}
else
{
animstate->m_flGoalFeetYaw = ApproachAngle(
e->m_flLowerBodyYawTarget(),
animstate->AbsYaw(),
animstate->m_flLastClientSideAnimationUpdateTime * 100.0f);
}
bool balance_adjust[128];
if (e->m_vecVelocity().Length2D() <= 1.0
&& animstate->m_bOnGround
&& animstate->m_flLastClientSideAnimationUpdateTime > 0.0
&& (math::angle_diff(animstate->m_flCurrentFeetYaw, animstate->AbsYaw()) / animstate->m_flLastClientSideAnimationUpdateTime) > 120.0)
{
balance_adjust[entity_index2] = true;
}
else
balance_adjust[entity_index2] = false;
if (e->m_vecVelocity().Length2D() > 0.0)
{
float velAngle = (atan2(-e->m_vecVelocity().y, -e->m_vecVelocity().x) * 180.0f) * (1.0f / M_PI);
if (velAngle < 0.0f)
velAngle += 360.0f;
animstate->m_flUnknownVelocityLean = math::normalize_yaw(math::angle_diff(velAngle, animstate->AbsYaw()));
}
animstate->m_flLeanAmount = math::normalize_yaw(math::angle_diff(animstate->m_flUnknownVelocityLean, animstate->m_flCurrentTorsoYaw));
if (JustStartedMovingLastUpdate && animstate->m_flFeetYawRate <= 0.0)
{
animstate->m_flCurrentTorsoYaw = animstate->m_flUnknownVelocityLean;
}
else
{
if (e->m_vecVelocity().Length2D() > 0.1f)
{
animstate->m_flCurrentTorsoYaw = animstate->m_flUnknownVelocityLean;
}
else
{
if (animstate->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
animstate->m_flFeetSpeedUnknownForwardOrSideways = fminf(animstate->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
else
animstate->m_flFeetSpeedUnknownForwardOrSideways = 0.0;
if (animstate->m_flFeetSpeedForwardsOrSideWays >= 0.0)
animstate->m_flFeetSpeedForwardsOrSideWays = fminf(animstate->m_flFeetSpeedForwardsOrSideWays, 1.0);
else
animstate->m_flFeetSpeedForwardsOrSideWays = 0.0;
auto v105 = ((animstate->m_flFeetSpeedUnknownForwardOrSideways - animstate->m_flFeetSpeedForwardsOrSideWays) * animstate->m_fDuckAmount) + animstate->m_flFeetSpeedForwardsOrSideWays;
auto v156 = math::normalize_yaw((((v105 + 0.1f) * animstate->m_flUnknownVelocityLean) + animstate->m_flCurrentTorsoYaw));
animstate->m_flCurrentTorsoYaw = v156;
}
}
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --SIDE DETECTION-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float eyegoalfeetdelta = math::angle_diff(animstate->m_flEyeYaw - animstate->m_flGoalFeetYaw, 360.0f);
float new_body_yaw = 0.0f;
if (e->m_vecVelocity().Length2D() <= 0.1)
{
if (server_animlayers[ANIMATION_LAYER_ADJUST].m_flWeight == 0.0
&& server_animlayers[ANIMATION_LAYER_ADJUST].m_flCycle == 0.0)
{
side = 2 * (math::angle_diff(animstate->m_flEyeYaw, animstate->m_flGoalFeetYaw) <= 0.0) - 1;
}
}
else if (!(server_animlayers[ANIMATION_LAYER_LEAN].m_flWeight * 1000.0) && (server_animlayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0) == (previous_animlayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flWeight * 1000.0)) //the shit was 1000 iirc u can double check if u want
{
auto first_delta = abs(server_animlayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - resolver_animlayers[ANIMATION_LAYER_AIMMATRIX][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
auto second_delta = abs(server_animlayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - resolver_animlayers[ANIMATION_LAYER_WEAPON_ACTION_RECROUCH][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
auto third_delta = abs(server_animlayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate - resolver_animlayers[ANIMATION_LAYER_WEAPON_ACTION][ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate);
if (first_delta < second_delta || third_delta <= second_delta || (second_delta * 1000.0))
{
if (first_delta >= third_delta && second_delta > third_delta && !(third_delta * 1000.0))
{
side = 1;
}
}
else
{
side = -1;
}
}
if (side == 0)
{
/*if (eyegoalfeetdelta < 0.0f || (*(float*)((DWORD)animstate + 0x330)) == 0.0f)
{
if ((*(float*)((DWORD)animstate + 0x330)) != 0.0f)
new_body_yaw = (eyegoalfeetdelta / (*(float*)((DWORD)animstate + 0x330))) * -58.0f;
}
else
{
new_body_yaw = (eyegoalfeetdelta / (*(float*)((DWORD)animstate + 0x334))) * 58.0f;
}
if (new_body_yaw > 10.f)
side = 1;
else if (new_body_yaw < -10.f)
side = -1;
else
side = 0;*/
//if (side == 0)
//{
/* externs */
Vector src3D, dst3D, forward, right, up, src, dst;
float back_two, right_two, left_two;
CGameTrace tr;
CTraceFilter filter;
/* angle vectors */
math::angle_vectors(Vector(0, get_backward_side(e), 0), &forward, &right, &up);
/* filtering */
filter.SetPassEntity(e);
src3D = e->get_shoot_position();
dst3D = src3D + (forward * 384);
/* back engine tracers */
m_trace()->TraceRay(Ray_t(src3D, dst3D), MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();
/* right engine tracers */
m_trace()->TraceRay(Ray_t(src3D + right * 35, dst3D + right * 35), MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();
/* left engine tracers */
m_trace()->TraceRay(Ray_t(src3D - right * 35, dst3D - right * 35), MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();
/* side detection */
if (left_two > right_two) {
side = -1;
}
else if (right_two > left_two) {
side = 1;
}
else
side = 0;
//}
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 1)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 3)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 4)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 6)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 8)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 9)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 11)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 13)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 15)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 17)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 19)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 21)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 23)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 25)
{
if (side == -1)
side = 1;
else if (side == 1)
side = -1;
}
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// /// --RESOLVE-- ///
/// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*if (legitaa)
{
if (moving)
{
if (side == 1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 10.f);
}
else if (side == -1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 10.f);
}
else
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
}
if (g_ctx.globals.missed_shots_reset[entity_index] == 1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
}
}
else if (jumping)
{
if (side == 1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 4)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 13.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 33.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 53.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
break;
}
}
else if (side == -1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 4)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 13.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 33.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 53.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
break;
}
}
else
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
}
}
else if (slowwalk)
{
if (side == 1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 38.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 58.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 18.f);
break;
}
}
else if (side == -1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 38.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 58.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 18.f);
break;
}
}
else
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
}
}
else
{
if (side == 1)
{
if (e->m_bDucked())
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 58.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 38.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 18.f);
break;
}
}
else
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 38.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 58.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 18.f);
break;
}
}
}
else if (side == -1)
{
if (e->m_bDucked())
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 58.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 38.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 18.f);
break;
}
}
else
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 38.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 58.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 18.f);
break;
}
}
}
else
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
}
}
}*/
if (slowwalk)
{
if (side == 1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 3)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 24.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 52.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 38.f);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else if (side == -1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 5)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 24.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 52.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 38.f);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
}
else if (moving)
{
if (side == 1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 10.f);
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else if (side == -1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 10.f);
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else if (side == 0 || g_ctx.globals.missed_shots_reset[entity_index] == 1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
}
else if (jumping)
{
if (side == 1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 4)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 13.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 33.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 53.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else if (side == -1)
{
switch (g_ctx.globals.missed_shots[entity_index] % 4)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 13.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 33.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 53.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
}
else
{
if (side == 1)
{
if (!e->IsDormant())
{
switch (g_ctx.globals.missed_shots[entity_index] % 6)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - v59);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 24.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 46.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 58.f);
break;
case 4:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 38.f);
break;
case 5:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 12.f);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
else
{
switch (g_ctx.globals.missed_shots[entity_index] % 6)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - v59);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 24.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 46.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 58.f);
break;
case 4:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 38.f);
break;
case 5:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 12.f);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate->m_flGoalFeetYaw < -180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 360)
;
}
}
else if (side == -1)
{
if (!e->IsDormant())
{
switch (g_ctx.globals.missed_shots[entity_index] % 6)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + v58);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 24.f);
break;
case 2:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 46.f);
break;
case 3:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 58.f);
break;
case 4:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 38.f);
break;
case 5:
animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 12.f);
break;
}
for (; animstate->m_flGoalFeetYaw > 180.0f; animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 360)
;
for (; animstate-> m_flGoalFeetYaw <-180.0f; animstate-> m_flGoalFeetYaw = animstate-> m_flGoalFeetYaw + 360)
;
}
else
{
switch (g_ctx.globals.missed_shots [entity_index]% 6)
{
case 0:
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y + v58);
break;
case 1:
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y + 24.f);
break;
case 2:
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y + 46.f);
break;
case 3:
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y + 58.f);
break;
case 4:
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y + 38.f);
break;
case 5:
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y + 12.f);
break;
}
for (; animstate-> m_flGoalFeetYaw> 180.0f; animstate-> m_flGoalFeetYaw = animstate-> m_flGoalFeetYaw - 360)
;
for (; animstate-> m_flGoalFeetYaw <-180.0f; animstate-> m_flGoalFeetYaw = animstate-> m_flGoalFeetYaw + 360)
;
}
}
else
{
animstate-> m_flGoalFeetYaw = math :: normalize_yaw (e-> m_angEyeAngles (). y);
for (; animstate-> m_flGoalFeetYaw> 180.0f; animstate-> m_flGoalFeetYaw = animstate-> m_flGoalFeetYaw - 360)
;
for (; animstate-> m_flGoalFeetYaw <-180.0f; animstate-> m_flGoalFeetYaw = animstate-> m_flGoalFeetYaw + 360)
;
}
}
}
// le end