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;
}
}