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Improve more as you go! This is a code I found and improved! Here you go pasters! Yes I added freestand targets since LW can't tap Freestand users.
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Improve more as you go! This is a code I found and improved! Here you go pasters! Yes I added freestand targets since LW can't tap Freestand users.
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"
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;
}
bool freestand_target(player_t* target, float* yaw)
{
float dmg_left = 0.f;
float dmg_right = 0.f;
static auto get_rotated_pos = [](Vector start, float rotation, float distance)
{
float rad = DEG2RAD(rotation);
start.x += cos(rad) * distance;
start.y += sin(rad) * distance;
return start;
};
const auto local = g_ctx.local();
if (!local || !target || !local->is_alive())
return false;
Vector local_eye_pos = target->get_shoot_position();
Vector eye_pos = local->get_shoot_position();
Vector angle = (local_eye_pos, eye_pos);
auto backwards = target->m_angEyeAngles().y; // angle.y;
Vector pos_left = get_rotated_pos(eye_pos, angle.y + 90.f, 60.f);
Vector pos_right = get_rotated_pos(eye_pos, angle.y - 90.f, -60.f);
const auto wall_left = (local_eye_pos, pos_left,
nullptr, nullptr, local);
const auto wall_right = (local_eye_pos, pos_right,
nullptr, nullptr, local);
if (dmg_left == 0.f && dmg_right == 0.f)
{
*yaw = backwards;
return false;
}
// we can hit both sides, lets force backwards
if (fabsf(dmg_left - dmg_right) < 5.f)
{
*yaw = backwards;
return false;
}
bool direction = dmg_left > dmg_right;
*yaw = direction ? angle.y - 90.f : angle.y + 90.f;
return true;
}
float flAngleMod(float flAngle)
{
return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65530));
}
void resolver::resolve_yaw()
{
player_info_t player_info;
if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
return;
if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY)
{
switch (last_side)
{
case RESOLVER_ORIGINAL:
g_ctx.globals.missed_shots[player->EntIndex()] = 0;
fake = true;
break;
case RESOLVER_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND;
was_first_bruteforce = true;
return;
case RESOLVER_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST;
was_second_bruteforce = true;
return;
case RESOLVER_LOW_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_SECOND;
return;
case RESOLVER_LOW_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_FIRST;
return;
}
}
auto animstate = player->get_animation_state();
if (!animstate)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
auto delta = math::normalize_yaw(player->m_angEyeAngles().y - original_goal_feet_yaw);
auto valid_lby = true;
if (animstate->m_velocity > 1.1f || fabs(animstate->flUpVelocity) > 100.f)
valid_lby = animstate->m_flTimeSinceStartedMoving < 0.22f;
if (fabs(delta) > 30.0f && valid_lby)
{
if (g_ctx.globals.missed_shots[player->EntIndex()])
delta = -delta;
if (delta > 30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_LOW_FIRST;
}
else if (delta < -30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_LOW_SECOND;
}
}
else
{
auto trace = false;
if (m_globals()->m_curtime - lock_side > 2.0f)
{
auto first_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player, g_ctx.local());
auto second_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player, g_ctx.local());
if (first_visible != second_visible)
{
trace = true;
side = second_visible;
lock_side = m_globals()->m_curtime;
}
else
{
auto first_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first));
auto second_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second));
if (fabs(first_position - second_position) > 1.0f)
side = first_position > second_position;
}
}
else
trace = true;
if (side)
{
player_record->type = trace ? TRACE: DIRECTIONAL;
player_record->side = RESOLVER_FIRST;
}
else
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_SECOND;
}
}
}
float resolver::resolve_pitch()
{
if (fabs(original_pitch) > 85.0f)
fake = true;
else if (!fake)
{
player_record->side = RESOLVER_ORIGINAL;
return RESOLVER_ORIGINAL;
}
return original_pitch;
}