Исходник Resolver for legendware

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resolver.cpp
Код:
// 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 <random>
#include <algorithm>
void resolver::initialize(player_t* e, adjust_data* record, const float& m_flGoalFeetYaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(m_flGoalFeetYaw);
    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;
}

float flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float flApproachAngle(float flTarget, float flValue, float flSpeed)
{
    float flAdjustedSpeed = flSpeed;
    if (flAdjustedSpeed < 0.0f)
    {
        flAdjustedSpeed *= -1.0f;
    }

    float flAngleModTarget = flAngleMod(flTarget);
    float flAngleModValue = flAngleMod(flValue);

    float flDelta = (flAngleModTarget - flAngleModValue);
    if (flDelta >= -180.0f)
    {
        if (flDelta >= 180.0f)
        {
            flDelta -= 360.0f;
        }
    }
    else
    {
        if (flDelta <= -180.0f)
        {
            flDelta += 360.0f;
        }
    }

    float flReturn;

    if (flDelta <= flAdjustedSpeed)
    {
        if ((flAdjustedSpeed * -1.0f) <= flDelta)
        {
            flReturn = flAngleModTarget;
        }
        else
        {
            flReturn = (flAngleModValue - flAdjustedSpeed);
        }
    }
    else
    {
        flReturn = (flAngleModValue + flAdjustedSpeed);
    }

    return flReturn;
}
/* detect side output things */
float get_backward_side(player_t* player) {


    return math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
}
float AngleDifference(float angle1, float angle2)
{
    double diff = fmod((angle2 - angle1 + 180), 360) - 180;
    return diff < -180 ? diff + 360 : diff;
}

/* detect desync side */
void detect_side(player_t* player, int* side) {
    /* 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(player), 0), &forward, &right, &up);

    /* filtering */
    filter.pSkip = player;
    src3D = player->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();

    /* fix side */
    if (left_two > right_two) {
        *side = -1;
    }
    else if (right_two > left_two) {
        *side = 1;
    }
    else
        *side = 0;
}

/* check low desync delta defines */
#define delta(angle1, angle2) remainderf(fabsf(angle1 - angle2), 360.0f)
#define n(yaw) math::normalize_yaw(fabsf(yaw))
#define ca(angle1, angle2) math::calculate_angle(angle1, angle2)

/* check low desync delta */
void check_low_delta_desync(player_t* player) {
    /* setup animstate */
    c_baseplayeranimationstate* animstate = player->get_animation_state();

    /* setup desync delta vars */
    static float fl_stored_yaw = player->m_angEyeAngles().y;
    float fl_eye_yaw = player->m_angEyeAngles().y;
    float fl_lby_yaw = player->m_flLowerBodyYawTarget();
    float fl_desync_delta = delta(fl_eye_yaw, animstate->m_flGoalFeetYaw);
    fl_desync_delta = std::clamp(fl_desync_delta, -60.f, 60.f);

    /* setup target side */
    float fl_left_yaw = n(fl_eye_yaw - 60.0);
    float fl_right_yaw = n(fl_eye_yaw + 60.0);

    /* setup low delta */
    float fl_left_low_delta = n(fl_lby_yaw - 35.0);
    float fl_right_low_delta = n(fl_lby_yaw + 35.0);

    /* setup low desync checker */
    if (fabs(fl_desync_delta) < 35.f) {
        /* settup missed shots */
        switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3) {
        case 0: {
            animstate->m_flGoalFeetYaw = fl_stored_brute[player->EntIndex()];
        } break;
        case 1: {
            animstate->m_flGoalFeetYaw = fl_left_low_delta;
            fl_stored_brute[player->EntIndex()] = fl_left_low_delta;
        } break;
        case 2: {
            animstate->m_flGoalFeetYaw = fl_right_low_delta;
            fl_stored_brute[player->EntIndex()] = fl_right_low_delta;
        } break;
        }
    }

    /* fixing moving delta vars */
    auto target_yaw = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
    auto target_left_direction = math::normalize_yaw(target_yaw - fl_left_yaw);
    auto target_right_direction = math::normalize_yaw(target_yaw - fl_right_yaw);

    /* fixing moving delta */
    if (target_left_direction > target_right_direction) {
        /* positive right target */
        animstate->m_flGoalFeetYaw = fl_right_yaw;
    }
    else {
        /* negative left target */
        animstate->m_flGoalFeetYaw = fl_left_yaw;
    }

    /* get stored yaw */
    if (fl_stored_yaw != fl_eye_yaw) {
        if (animstate->m_flCurrentFeetYaw != animstate->m_flGoalFeetYaw) {
            fl_stored_yaw = player->m_angEyeAngles().y;
            animstate->m_flCurrentFeetYaw = animstate->m_flGoalFeetYaw;
            animstate->m_flGoalFeetYaw = animstate->m_flFeetYawRate;
        }
    }

    /* check animrate */
    if (animstate->m_flFeetYawRate != 0) {
        /* check positive */
        if (animstate->m_flFeetYawRate == 60.0 || animstate->m_flFeetYawRate > 60.0) {
            animstate->m_flGoalFeetYaw = fl_right_yaw;
        }
        else if (animstate->m_flFeetYawRate == -60.0 || animstate->m_flFeetYawRate < -60.0) {
            animstate->m_flGoalFeetYaw = fl_left_yaw;
        }
    }

    /* check last desync delta ticks */
    if (fabs(fl_desync_delta) > 60.0) {
        if (fabs(fl_desync_delta) > 0) {
            animstate->m_flGoalFeetYaw = fl_left_yaw;
        }
        else {
            animstate->m_flGoalFeetYaw = fl_right_yaw;
        }
    }
    else if (fabs(fl_desync_delta) < -60.0) {
        if (fabs(fl_desync_delta) > 0) {
            animstate->m_flGoalFeetYaw = fl_right_yaw;
        }
        else {
            animstate->m_flGoalFeetYaw = fl_left_yaw;
        }
    }

    /* check if low delta was wrong */
    if (g_ctx.globals.missed_shots[player->EntIndex()] == 1 && fl_stored_brute[player->EntIndex()] == fl_left_yaw) {
        animstate->m_flGoalFeetYaw = fl_right_yaw;
    }
    else if (g_ctx.globals.missed_shots[player->EntIndex()] == 1 && fl_stored_brute[player->EntIndex()] == fl_right_yaw) {
        animstate->m_flGoalFeetYaw = fl_left_yaw;
    }
    else (g_ctx.globals.missed_shots[player->EntIndex()] == 0 && fl_stored_brute[player->EntIndex()] == fl_stored_yaw); {
        animstate->m_flGoalFeetYaw = fl_stored_yaw;
    }

    /* bruteforce if check was wrong */
    switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3) {
        if (g_ctx.globals.missed_shots[player->EntIndex()] % 1) {

    case 3: {
        animstate->m_flGoalFeetYaw = fl_eye_yaw;
        fl_stored_brute[player->EntIndex()] = fl_eye_yaw;
    }break;

        }
    case 0: {
        animstate->m_flGoalFeetYaw = fl_stored_brute[player->EntIndex()];
    } break;
    case 1: {
        animstate->m_flGoalFeetYaw = fl_left_low_delta;
        fl_stored_brute[player->EntIndex()] = fl_left_low_delta;
    } break;
    case 2: {
        animstate->m_flGoalFeetYaw = fl_right_low_delta;
        fl_stored_brute[player->EntIndex()] = fl_right_low_delta;
    } break;
    }
}
float Bias(float x, float biasAmt)
{
    // WARNING: not thread safe
    static float lastAmt = -1;
    static float lastExponent = 0;
    if (lastAmt != biasAmt)
    {
        lastExponent = log(biasAmt) * -1.4427f; // (-1.4427 = 1 / log(0.5))
    }
    return pow(x, lastExponent);
}
inline float AngleNormalizePositive(float angle)
{
    angle = fmodf(angle, 360.0f);

    if (angle < 0.0f)
    {
        angle += 360.0f;
    }

    return angle;
}


float build_server_abs_yaw(player_t* m_player, float angle)
{
    Vector velocity = m_player->m_vecVelocity();
    auto anim_state = m_player->get_animation_state();
    float m_flEyeYaw = angle;
    float m_flGoalFeetYaw = 0.f;

    float eye_feet_delta = AngleDifference(m_flEyeYaw, m_flGoalFeetYaw);

    static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
        Vector delta = a - b;
        float delta_length = delta.Length();

        if (delta_length <= min_delta)
        {
            Vector result;

            if (-min_delta <= delta_length)
                return a;
            else
            {
                float iradius = 1.0f / (delta_length + FLT_EPSILON);
                return b - ((delta * iradius) * min_delta);
            }
        }
        else
        {
            float iradius = 1.0f / (delta_length + FLT_EPSILON);
            return b + ((delta * iradius) * min_delta);
        }
    };

    float spd = velocity.LengthSqr();

    if (spd > std::powf(1.2f * 260.0f, 2.f))
    {
        Vector velocity_normalized = velocity.Normalized();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float m_flChokedTime = anim_state->m_flLastClientSideAnimationUpdateTime;
    float v25 = std::clamp(m_player->m_flDuckAmount() + anim_state->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = anim_state->m_fDuckAmount;
    float v27 = m_flChokedTime * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    float flDuckAmount = std::clamp(v28, 0.0f, 1.0f);

    Vector animationVelocity = GetSmoothedVelocity(m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity());
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    float flMaxMovementSpeed = 260.0f;

    weapon_t* pWeapon = m_player->m_hActiveWeapon().Get();

    if (pWeapon)
        flMaxMovementSpeed = std::fmaxf(pWeapon->get_csweapon_info()->flMaxPlayerSpeedAlt, 0.001f);

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((anim_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * flRunningSpeed) + 1.0f;

    if (flDuckAmount > 0.0f)
    {
        float flDuckingSpeed = std::clamp(flDuckingSpeed, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    const float v60 = -58.f;
    const float v61 = 58.f;

    float flMinYawModifier = v60 * flYawModifier;
    float flMaxYawModifier = v61 * flYawModifier;

    if (eye_feet_delta <= flMaxYawModifier)
    {
        if (flMinYawModifier > eye_feet_delta)
            m_flGoalFeetYaw = fabs(flMinYawModifier) + m_flEyeYaw;
    }
    else
    {
        m_flGoalFeetYaw = m_flEyeYaw - fabs(flMaxYawModifier);
    }

    math::normalize_yaw(m_flGoalFeetYaw);

    if (speed > 0.1f || fabs(velocity.z) > 100.0f)
    {
        m_flGoalFeetYaw = flApproachAngle(
            m_flEyeYaw,
            m_flGoalFeetYaw,
            ((anim_state->m_flStopToFullRunningFraction * 20.0f) + 30.0f)
            * m_flChokedTime);
    }
    else
    {
        m_flGoalFeetYaw = flApproachAngle(
            m_player->m_flLowerBodyYawTarget(),
            m_flGoalFeetYaw,
            m_flChokedTime * 100.0f);
    }

    return m_flGoalFeetYaw;
}

void resolver::resolve_yaw()
{
    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

#if RELEASE
    if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
#else
    if (!g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
#endif
    {
        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_ZERO:
            player_record->type = BRUTEFORCE;
            player_record->side = RESOLVER_LOW_FIRST;

            was_first_bruteforce = false;
            was_second_bruteforce = false;
            return;
        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_FIRST;
            return;


        }
    }

    auto animstate = player->get_animation_state();

    if (!animstate)
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    if (fabs(original_pitch) > 85.0f)
        fake = true;
    else if (!fake)
    {
        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 > 0.1f || 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_FIRST;
        }
        else if (delta < -30.0f)
        {
            player_record->type = LBY;
            player_record->side = RESOLVER_SECOND;
        }
    }
    else
    {
        int side;
        detect_side(player, &side);
        if (side == 1)
        {
            player_record->type = TRACE;
            player_record->side = RESOLVER_FIRST;
        }
        else if (side == -1) {
            player_record->type = TRACE;
            player_record->side = RESOLVER_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()
{
    return original_pitch;
}

animsys.cpp
Код:
// 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 "..\misc\misc.h"
#include "..\misc\logs.h"

std::deque <adjust_data> player_records[65];

void lagcompensation::fsn(ClientFrameStage_t stage)
{
    if (stage != FRAME_NET_UPDATE_END)
        return;

    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled)
        return;

    for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (e == g_ctx.local())
            continue;

        if (!valid(i, e))
            continue;

        auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount);

        if (time_delta > 1.0f / m_globals()->m_intervalpertick)
            continue;

        auto update = player_records[i].empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550

        if (update && !player_records[i].empty())
        {
            auto server_tick = m_clientstate()->m_iServerTick - i % m_globals()->m_timestamprandomizewindow;
            auto current_tick = server_tick - server_tick % m_globals()->m_timestampnetworkingbase;

            if (TIME_TO_TICKS(e->m_flOldSimulationTime()) < current_tick && TIME_TO_TICKS(e->m_flSimulationTime()) == current_tick)
            {
                auto layer = &e->get_animlayers()[11];
                auto previous_layer = &player_records[i].front().layers[11];

                if (layer->m_flCycle == previous_layer->m_flCycle) //-V550
                {
                    e->m_flSimulationTime() = e->m_flOldSimulationTime();
                    update = false;
                }
            }
        }

        if (update) //-V550
        {
            if (!player_records[i].empty() && (e->m_vecOrigin() - player_records[i].front().origin).LengthSqr() > 4096.0f)
                for (auto& record : player_records[i])
                    record.invalid = true;

            player_records[i].emplace_front(adjust_data());
            update_player_animations(e);

            while (player_records[i].size() > 32)
                player_records[i].pop_back();
        }
    }
}

bool lagcompensation::valid(int i, player_t* e)
{
    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled || !e->valid(false))
    {
        if (!e->is_alive())
        {
            is_dormant[i] = false;
            player_resolver[i].reset();

            g_ctx.globals.fired_shots[i] = 0;
            g_ctx.globals.missed_shots[i] = 0;
        }
        else if (e->IsDormant())
            is_dormant[i] = true;

        player_records[i].clear();
        return false;
    }

    return true;
}

void lagcompensation::update_player_animations(player_t* e)
{
    auto animstate = e->get_animation_state();

    if (!animstate)
        return;

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(e->EntIndex(), &player_info))
        return;

    auto records = &player_records[e->EntIndex()]; //-V826

    if (records->empty())
        return;

    adjust_data* previous_record = nullptr;

    if (records->size() >= 2)
        previous_record = &records->at(1);

    auto record = &records->front();

    AnimationLayer animlayers[15];

    memcpy(animlayers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(record->layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    auto backup_lower_body_yaw_target = e->m_flLowerBodyYawTarget();
    auto backup_duck_amount = e->m_flDuckAmount();
    auto backup_flags = e->m_fFlags();
    auto backup_eflags = e->m_iEFlags();

    auto backup_curtime = m_globals()->m_curtime; //-V807
    auto backup_frametime = m_globals()->m_frametime;
    auto backup_realtime = m_globals()->m_realtime;
    auto backup_framecount = m_globals()->m_framecount;
    auto backup_tickcount = m_globals()->m_tickcount;
    auto backup_interpolation_amount = m_globals()->m_interpolation_amount;

    m_globals()->m_curtime = e->m_flSimulationTime();
    m_globals()->m_frametime = m_globals()->m_intervalpertick;

    if (previous_record)
    {
        auto velocity = e->m_vecVelocity();
        auto was_in_air = e->m_fFlags() & FL_ONGROUND && previous_record->flags & FL_ONGROUND;

        auto time_difference = max(m_globals()->m_intervalpertick, e->m_flSimulationTime() - previous_record->simulation_time);
        auto origin_delta = e->m_vecOrigin() - previous_record->origin;

        auto animation_speed = 0.0f;

        if (!origin_delta.IsZero() && TIME_TO_TICKS(time_difference) > 0)
        {
            e->m_vecVelocity() = origin_delta * (1.0f / time_difference);

            if (e->m_fFlags() & FL_ONGROUND && animlayers[11].m_flWeight > 0.0f && animlayers[11].m_flWeight < 1.0f && animlayers[11].m_flCycle > previous_record->layers[11].m_flCycle)
            {
                auto weapon = e->m_hActiveWeapon().Get();

                if (weapon)
                {
                    auto max_speed = 260.0f;
                    auto weapon_info = e->m_hActiveWeapon().Get()->get_csweapon_info();

                    if (weapon_info)
                        max_speed = e->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

                    auto modifier = 0.35f * (1.0f - animlayers[11].m_flWeight);

                    if (modifier > 0.0f && modifier < 1.0f)
                        animation_speed = max_speed * (modifier + 0.55f);
                }
            }

            if (animation_speed > 0.0f)
            {
                animation_speed /= e->m_vecVelocity().Length2D();

                e->m_vecVelocity().x *= animation_speed;
                e->m_vecVelocity().y *= animation_speed;
            }

            if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
            {
                auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);

                if (!previous_velocity.IsZero() && !was_in_air)
                {
                    auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
                    auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));

                    auto average_direction = current_direction - previous_direction;
                    average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));

                    auto direction_cos = cos(average_direction);
                    auto dirrection_sin = sin(average_direction);

                    auto velocity_speed = e->m_vecVelocity().Length2D();

                    e->m_vecVelocity().x = direction_cos * velocity_speed;
                    e->m_vecVelocity().y = dirrection_sin * velocity_speed;
                }
            }

            if (!(e->m_fFlags() & FL_ONGROUND))
            {
                static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));

                auto fixed_timing = math::clamp(time_difference, m_globals()->m_intervalpertick, 1.0f);
                e->m_vecVelocity().z -= sv_gravity->GetFloat() * fixed_timing * 0.5f;
            }
            else
                e->m_vecVelocity().z = 0.0f;
        }
    }

    e->m_iEFlags() &= ~0x1800;

    if (e->m_fFlags() & FL_ONGROUND && e->m_vecVelocity().Length() > 0.0f && animlayers[6].m_flWeight <= 0.0f)
        e->m_vecVelocity().Zero();

    e->m_vecAbsVelocity() = e->m_vecVelocity();
    e->m_bClientSideAnimation() = true;

    if (is_dormant[e->EntIndex()])
    {
        is_dormant[e->EntIndex()] = false;

        if (e->m_fFlags() & FL_ONGROUND)
        {
            animstate->m_bOnGround = true;
            animstate->m_bInHitGroundAnimation = false;
        }

        animstate->time_since_in_air() = 0.0f;
        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
    }

    auto updated_animations = false;

    c_baseplayeranimationstate state;
    memcpy(&state, animstate, sizeof(c_baseplayeranimationstate));

    if (previous_record)
    {
        memcpy(e->get_animlayers(), previous_record->layers, e->animlayer_count() * sizeof(AnimationLayer));

        auto ticks_chocked = 1;
        auto simulation_ticks = TIME_TO_TICKS(e->m_flSimulationTime() - previous_record->simulation_time);

        if (simulation_ticks > 0 && simulation_ticks < 31)
            ticks_chocked = simulation_ticks;

        if (ticks_chocked > 1)
        {
            auto land_time = 0.0f;
            auto land_in_cycle = false;
            auto is_landed = false;
            auto on_ground = false;

            if (animlayers[4].m_flCycle < 0.5f && (!(e->m_fFlags() & FL_ONGROUND) || !(previous_record->flags & FL_ONGROUND)))
            {
                land_time = e->m_flSimulationTime() - animlayers[4].m_flPlaybackRate * animlayers[4].m_flCycle;
                land_in_cycle = land_time >= previous_record->simulation_time;
            }

            auto duck_amount_per_tick = (e->m_flDuckAmount() - previous_record->duck_amount) / ticks_chocked;

            for (auto i = 0; i < ticks_chocked; ++i)
            {
                auto lby_delta = fabs(math::normalize_yaw(e->m_flLowerBodyYawTarget() - previous_record->lby));

                if (lby_delta > 0.0f && e->m_vecVelocity().Length() < 5.0f)
                {
                    auto delta = ticks_chocked - i;
                    auto use_new_lby = true;

                    if (lby_delta < 1.0f)
                        use_new_lby = !delta; //-V547
                    else
                        use_new_lby = delta < 2;

                    e->m_flLowerBodyYawTarget() = use_new_lby ? backup_lower_body_yaw_target : previous_record->lby;
                }

                auto simulated_time = previous_record->simulation_time + TICKS_TO_TIME(i);

                if (duck_amount_per_tick) //-V550
                    e->m_flDuckAmount() = previous_record->duck_amount + duck_amount_per_tick * (float)i;

                on_ground = e->m_fFlags() & FL_ONGROUND;

                if (land_in_cycle && !is_landed)
                {
                    if (land_time <= simulated_time)
                    {
                        is_landed = true;
                        on_ground = true;
                    }
                    else
                        on_ground = previous_record->flags & FL_ONGROUND;
                }

                if (on_ground)
                    e->m_fFlags() |= FL_ONGROUND;
                else
                    e->m_fFlags() &= ~FL_ONGROUND;

                auto simulated_ticks = TIME_TO_TICKS(simulated_time);

                m_globals()->m_realtime = simulated_time;
                m_globals()->m_curtime = simulated_time;
                m_globals()->m_framecount = simulated_ticks;
                m_globals()->m_tickcount = simulated_ticks;
                m_globals()->m_interpolation_amount = 0.0f;

                g_ctx.globals.updating_animation = true;
                e->update_clientside_animation();
                g_ctx.globals.updating_animation = false;

                m_globals()->m_realtime = backup_realtime;
                m_globals()->m_curtime = backup_curtime;
                m_globals()->m_framecount = backup_framecount;
                m_globals()->m_tickcount = backup_tickcount;
                m_globals()->m_interpolation_amount = backup_interpolation_amount;

                updated_animations = true;
            }
        }
    }

    if (!updated_animations)
    {
        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;
    }

    memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

    auto setup_matrix = [&](player_t* e, AnimationLayer* layers, const int& matrix) -> void
    {
        e->invalidate_physics_recursive(8);

        AnimationLayer backup_layers[15];
        memcpy(backup_layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        memcpy(e->get_animlayers(), layers, e->animlayer_count() * sizeof(AnimationLayer));

        switch (matrix)
        {
        case MAIN:
            e->setup_bones_fixed(record->matrixes_data.main, BONE_USED_BY_ANYTHING);
            break;
        case NONE:
            e->setup_bones_fixed(record->matrixes_data.zero, BONE_USED_BY_HITBOX);
            break;
        case FIRST:
            e->setup_bones_fixed(record->matrixes_data.first, BONE_USED_BY_HITBOX);
            break;
        case SECOND:
            e->setup_bones_fixed(record->matrixes_data.second, BONE_USED_BY_HITBOX);
            break;
        }

        memcpy(e->get_animlayers(), backup_layers, e->animlayer_count() * sizeof(AnimationLayer));
    };

#if RELEASE
    if (!player_info.fakeplayer && g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled) //-V807
#else
    if (g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled)
#endif
    {
        animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()]; //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        previous_goal_feet_yaw[e->EntIndex()] = animstate->m_flGoalFeetYaw;
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y); //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, NONE);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, FIRST);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, SECOND);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], e->m_angEyeAngles().x);
        player_resolver[e->EntIndex()].resolve_yaw();

        if (g_cfg.player_list.low_delta[e->EntIndex()])
        {
            switch (record->side)
            {
            case RESOLVER_FIRST:
                record->side = RESOLVER_LOW_FIRST;
                break;
            case RESOLVER_SECOND:
                record->side = RESOLVER_LOW_SECOND;
                break;
            case RESOLVER_LOW_FIRST:
                record->side = RESOLVER_FIRST;
                break;
            case RESOLVER_LOW_SECOND:
                record->side = RESOLVER_SECOND;
                break;
            }
        }

        switch (record->side)
        {
        case RESOLVER_ORIGINAL:
            animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];
            break;
        case RESOLVER_ZERO:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
            break;
        case RESOLVER_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);
            break;
        case RESOLVER_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);
            break;
        case RESOLVER_LOW_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 30.0f);
            break;
        case RESOLVER_LOW_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 30.0f);
            break;
        }

        e->m_angEyeAngles().x = player_resolver[e->EntIndex()].resolve_pitch();
    }

    g_ctx.globals.updating_animation = true;
    e->update_clientside_animation();
    g_ctx.globals.updating_animation = false;

    setup_matrix(e, animlayers, MAIN);
memcpy(e->m_CachedBoneData(). Base(), record->matrixes_data.main, e->m_CachedBoneData(). Count() * sizeof(matrix3x4_t));

    m_globals()->m_curtime = backup_curtime;
    m_globals()->m_frametime = backup_frametime;

    e->m_flLowerBodyYawTarget() = backup_lower_body_yaw_target;
    e->m_flDuckAmount() = backup_duck_amount;
    e->m_fFlags() = backup_flags;
    e->m_iEFlags() = backup_eflags;

    memcpy(e->get_animlayers(), animlayers, e->animlayer_count() * sizeof(AnimationLayer));
    record->store_data(e, false);

    if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
        record->invalid = true;
}

animsys.h

Код:
#pragma once

#include "..\..\includes.hpp"
#include "..\..\sdk\structs.hpp"

enum
{
    MAIN,
    NONE,
    FIRST,
    SECOND
};

enum resolver_type
{
    ORIGINAL,
    BRUTEFORCE,
    LBY,
    TRACE,
    DIRECTIONAL
};

enum resolver_side
{
    RESOLVER_ORIGINAL,
    RESOLVER_ZERO,
    RESOLVER_FIRST,
    RESOLVER_SECOND,
    RESOLVER_LOW_FIRST,
    RESOLVER_LOW_SECOND
};

struct matrixes
{
    matrix3x4_t main[MAXSTUDIOBONES];
    matrix3x4_t zero[MAXSTUDIOBONES];
    matrix3x4_t first[MAXSTUDIOBONES];
    matrix3x4_t second[MAXSTUDIOBONES];
};

class adjust_data;

class resolver
{
    player_t* player = nullptr;
    adjust_data* player_record = nullptr;

    bool side = false;
    bool fake = false;
    bool was_first_bruteforce = false;
    bool was_second_bruteforce = false;

    float lock_side = 0.0f;
    float original_goal_feet_yaw = 0.0f;
    float original_pitch = 0.0f;
public:
    void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
    void reset();
    void resolve_yaw();
    float resolve_pitch();

    resolver_side last_side = RESOLVER_ORIGINAL;
};
static float fl_stored_brute[65];
class adjust_data //-V730
{
public:
    player_t* player;
    int i;

    AnimationLayer layers[15];
    matrixes matrixes_data;

    resolver_type type;
    resolver_side side;

    bool invalid;
    bool immune;
    bool dormant;
    bool bot;

    int flags;
    int bone_count;

    float simulation_time;
    float duck_amount;
    float lby;

    Vector angles;
    Vector abs_angles;
    Vector velocity;
    Vector origin;
    Vector mins;
    Vector maxs;

    adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        player = nullptr;
        i = -1;

        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        immune = false;
        dormant = false;
        bot = false;

        flags = 0;
        bone_count = 0;

        simulation_time = 0.0f;
        duck_amount = 0.0f;
        lby = 0.0f;

        angles.Zero();
        abs_angles.Zero();
        velocity.Zero();
        origin.Zero();
        mins.Zero();
        maxs.Zero();
    }

    adjust_data(player_t* e, bool store = true)
    {
        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        store_data(e, store);
    }

    void store_data(player_t* e, bool store = true)
    {
        if (!e->is_alive())
            return;

        player = e;
        i = player->EntIndex();

        if (store)
        {
            memcpy(layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
            memcpy(matrixes_data.main, player->m_CachedBoneData().Base(), player->m_CachedBoneData().Count() * sizeof(matrix3x4_t));
        }

        immune = player->m_bGunGameImmunity() || player->m_fFlags() & FL_FROZEN;
        dormant = player->IsDormant();

#if RELEASE
        player_info_t player_info;
        m_engine()->GetPlayerInfo(i, &player_info);

        bot = player_info.fakeplayer;
#else
        bot = false;
#endif

        flags = player->m_fFlags();
        bone_count = player->m_CachedBoneData().Count();

        simulation_time = player->m_flSimulationTime();
        duck_amount = player->m_flDuckAmount();
        lby = player->m_flLowerBodyYawTarget();

        angles = player->m_angEyeAngles();
        abs_angles = player->GetAbsAngles();
        velocity = player->m_vecVelocity();
        origin = player->m_vecOrigin();
        mins = player->GetCollideable()->OBBMins();
        maxs = player->GetCollideable()->OBBMaxs();
    }

    void adjust_player()
    {
        if (!valid(false))
            return;

        memcpy(player->get_animlayers(), layers, player->animlayer_count() * sizeof(AnimationLayer));
memcpy(player->m_CachedBoneData(). Base(), matrixes_data.main, player->m_CachedBoneData(). Count() * sizeof(matrix3x4_t)); -V807

        player->m_fFlags() = flags;
        player->m_CachedBoneData().m_Size = bone_count;

        player->m_flSimulationTime() = simulation_time;
        player->m_flDuckAmount() = duck_amount;
        player->m_flLowerBodyYawTarget() = lby;

        player->m_angEyeAngles() = angles;
        player->set_abs_angles(abs_angles);
        player->m_vecVelocity() = velocity;
        player->m_vecOrigin() = origin;
        player->set_abs_origin(origin);
        player->GetCollideable()->OBBMins() = mins;
        player->GetCollideable()->OBBMaxs() = maxs;
    }

    bool valid(bool extra_checks = true)
    {
        if (!this) //-V704
            return false;

        if (i > 0)
            player = (player_t*)m_entitylist()->GetClientEntity(i);

        if (!player)
            return false;

        if (player->m_lifeState() != LIFE_ALIVE)
            return false;

        if (immune)
            return false;

        if (dormant)
            return false;

        if (!extra_checks)
            return true;

        if (invalid)
            return false;

        auto net_channel_info = m_engine()->GetNetChannelInfo();

        if (!net_channel_info)
            return false;

        static auto sv_maxunlag = m_cvar()->FindVar(crypt_str("sv_maxunlag"));

        auto outgoing = net_channel_info->GetLatency(FLOW_OUTGOING);
        auto incoming = net_channel_info->GetLatency(FLOW_INCOMING);

        auto correct = math::clamp(outgoing + incoming + util::get_interpolation(), 0.0f, sv_maxunlag->GetFloat());

auto curtime = g_ctx.local()->is_alive() ? TICKS_TO_TIME(g_ctx.globals.fixed_tickbase) : m_globals()->m_curtime; -V807
        auto delta_time = correct - (curtime - simulation_time);

        if (fabs(delta_time) > 0.2f)
            return false;

        auto extra_choke = 0;

        if (g_ctx.globals.fakeducking)
            extra_choke = 14 - m_clientstate()->iChokedCommands;

        auto server_tickcount = extra_choke + m_globals()->m_tickcount + TIME_TO_TICKS(outgoing + incoming);
        auto dead_time = (int)(TICKS_TO_TIME(server_tickcount) - sv_maxunlag->GetFloat());

        if (simulation_time < (float)dead_time)
            return false;

        return true;
    }
};

class optimized_adjust_data
{
public:
    int i;
    player_t* player;

    float simulation_time;
    float duck_amount;

    Vector angles;
    Vector origin;

    optimized_adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        i = 0;
        player = nullptr;

        simulation_time = 0.0f;
        duck_amount = 0.0f;

angles. Zero();
origin. Zero();
    }
};

extern std::deque <adjust_data> player_records[65];

class lagcompensation : public singleton <lagcompensation>
{
public:
    void fsn(ClientFrameStage_t stage);
    bool valid(int i, player_t* e);
    void update_player_animations(player_t* e);

    resolver player_resolver[65];

    bool is_dormant[65];
    float previous_goal_feet_yaw[65];
};
 
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resolver.cpp
Код:
// 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 <random>
#include <algorithm>
void resolver::initialize(player_t* e, adjust_data* record, const float& m_flGoalFeetYaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(m_flGoalFeetYaw);
    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;
}

float flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float flApproachAngle(float flTarget, float flValue, float flSpeed)
{
    float flAdjustedSpeed = flSpeed;
    if (flAdjustedSpeed < 0.0f)
    {
        flAdjustedSpeed *= -1.0f;
    }

    float flAngleModTarget = flAngleMod(flTarget);
    float flAngleModValue = flAngleMod(flValue);

    float flDelta = (flAngleModTarget - flAngleModValue);
    if (flDelta >= -180.0f)
    {
        if (flDelta >= 180.0f)
        {
            flDelta -= 360.0f;
        }
    }
    else
    {
        if (flDelta <= -180.0f)
        {
            flDelta += 360.0f;
        }
    }

    float flReturn;

    if (flDelta <= flAdjustedSpeed)
    {
        if ((flAdjustedSpeed * -1.0f) <= flDelta)
        {
            flReturn = flAngleModTarget;
        }
        else
        {
            flReturn = (flAngleModValue - flAdjustedSpeed);
        }
    }
    else
    {
        flReturn = (flAngleModValue + flAdjustedSpeed);
    }

    return flReturn;
}
/* detect side output things */
float get_backward_side(player_t* player) {


    return math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
}
float AngleDifference(float angle1, float angle2)
{
    double diff = fmod((angle2 - angle1 + 180), 360) - 180;
    return diff < -180 ? diff + 360 : diff;
}

/* detect desync side */
void detect_side(player_t* player, int* side) {
    /* 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(player), 0), &forward, &right, &up);

    /* filtering */
    filter.pSkip = player;
    src3D = player->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();

    /* fix side */
    if (left_two > right_two) {
        *side = -1;
    }
    else if (right_two > left_two) {
        *side = 1;
    }
    else
        *side = 0;
}

/* check low desync delta defines */
#define delta(angle1, angle2) remainderf(fabsf(angle1 - angle2), 360.0f)
#define n(yaw) math::normalize_yaw(fabsf(yaw))
#define ca(angle1, angle2) math::calculate_angle(angle1, angle2)

/* check low desync delta */
void check_low_delta_desync(player_t* player) {
    /* setup animstate */
    c_baseplayeranimationstate* animstate = player->get_animation_state();

    /* setup desync delta vars */
    static float fl_stored_yaw = player->m_angEyeAngles().y;
    float fl_eye_yaw = player->m_angEyeAngles().y;
    float fl_lby_yaw = player->m_flLowerBodyYawTarget();
    float fl_desync_delta = delta(fl_eye_yaw, animstate->m_flGoalFeetYaw);
    fl_desync_delta = std::clamp(fl_desync_delta, -60.f, 60.f);

    /* setup target side */
    float fl_left_yaw = n(fl_eye_yaw - 60.0);
    float fl_right_yaw = n(fl_eye_yaw + 60.0);

    /* setup low delta */
    float fl_left_low_delta = n(fl_lby_yaw - 35.0);
    float fl_right_low_delta = n(fl_lby_yaw + 35.0);

    /* setup low desync checker */
    if (fabs(fl_desync_delta) < 35.f) {
        /* settup missed shots */
        switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3) {
        case 0: {
            animstate->m_flGoalFeetYaw = fl_stored_brute[player->EntIndex()];
        } break;
        case 1: {
            animstate->m_flGoalFeetYaw = fl_left_low_delta;
            fl_stored_brute[player->EntIndex()] = fl_left_low_delta;
        } break;
        case 2: {
            animstate->m_flGoalFeetYaw = fl_right_low_delta;
            fl_stored_brute[player->EntIndex()] = fl_right_low_delta;
        } break;
        }
    }

    /* fixing moving delta vars */
    auto target_yaw = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
    auto target_left_direction = math::normalize_yaw(target_yaw - fl_left_yaw);
    auto target_right_direction = math::normalize_yaw(target_yaw - fl_right_yaw);

    /* fixing moving delta */
    if (target_left_direction > target_right_direction) {
        /* positive right target */
        animstate->m_flGoalFeetYaw = fl_right_yaw;
    }
    else {
        /* negative left target */
        animstate->m_flGoalFeetYaw = fl_left_yaw;
    }

    /* get stored yaw */
    if (fl_stored_yaw != fl_eye_yaw) {
        if (animstate->m_flCurrentFeetYaw != animstate->m_flGoalFeetYaw) {
            fl_stored_yaw = player->m_angEyeAngles().y;
            animstate->m_flCurrentFeetYaw = animstate->m_flGoalFeetYaw;
            animstate->m_flGoalFeetYaw = animstate->m_flFeetYawRate;
        }
    }

    /* check animrate */
    if (animstate->m_flFeetYawRate != 0) {
        /* check positive */
        if (animstate->m_flFeetYawRate == 60.0 || animstate->m_flFeetYawRate > 60.0) {
            animstate->m_flGoalFeetYaw = fl_right_yaw;
        }
        else if (animstate->m_flFeetYawRate == -60.0 || animstate->m_flFeetYawRate < -60.0) {
            animstate->m_flGoalFeetYaw = fl_left_yaw;
        }
    }

    /* check last desync delta ticks */
    if (fabs(fl_desync_delta) > 60.0) {
        if (fabs(fl_desync_delta) > 0) {
            animstate->m_flGoalFeetYaw = fl_left_yaw;
        }
        else {
            animstate->m_flGoalFeetYaw = fl_right_yaw;
        }
    }
    else if (fabs(fl_desync_delta) < -60.0) {
        if (fabs(fl_desync_delta) > 0) {
            animstate->m_flGoalFeetYaw = fl_right_yaw;
        }
        else {
            animstate->m_flGoalFeetYaw = fl_left_yaw;
        }
    }

    /* check if low delta was wrong */
    if (g_ctx.globals.missed_shots[player->EntIndex()] == 1 && fl_stored_brute[player->EntIndex()] == fl_left_yaw) {
        animstate->m_flGoalFeetYaw = fl_right_yaw;
    }
    else if (g_ctx.globals.missed_shots[player->EntIndex()] == 1 && fl_stored_brute[player->EntIndex()] == fl_right_yaw) {
        animstate->m_flGoalFeetYaw = fl_left_yaw;
    }
    else (g_ctx.globals.missed_shots[player->EntIndex()] == 0 && fl_stored_brute[player->EntIndex()] == fl_stored_yaw); {
        animstate->m_flGoalFeetYaw = fl_stored_yaw;
    }

    /* bruteforce if check was wrong */
    switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3) {
        if (g_ctx.globals.missed_shots[player->EntIndex()] % 1) {

    case 3: {
        animstate->m_flGoalFeetYaw = fl_eye_yaw;
        fl_stored_brute[player->EntIndex()] = fl_eye_yaw;
    }break;

        }
    case 0: {
        animstate->m_flGoalFeetYaw = fl_stored_brute[player->EntIndex()];
    } break;
    case 1: {
        animstate->m_flGoalFeetYaw = fl_left_low_delta;
        fl_stored_brute[player->EntIndex()] = fl_left_low_delta;
    } break;
    case 2: {
        animstate->m_flGoalFeetYaw = fl_right_low_delta;
        fl_stored_brute[player->EntIndex()] = fl_right_low_delta;
    } break;
    }
}
float Bias(float x, float biasAmt)
{
    // WARNING: not thread safe
    static float lastAmt = -1;
    static float lastExponent = 0;
    if (lastAmt != biasAmt)
    {
        lastExponent = log(biasAmt) * -1.4427f; // (-1.4427 = 1 / log(0.5))
    }
    return pow(x, lastExponent);
}
inline float AngleNormalizePositive(float angle)
{
    angle = fmodf(angle, 360.0f);

    if (angle < 0.0f)
    {
        angle += 360.0f;
    }

    return angle;
}


float build_server_abs_yaw(player_t* m_player, float angle)
{
    Vector velocity = m_player->m_vecVelocity();
    auto anim_state = m_player->get_animation_state();
    float m_flEyeYaw = angle;
    float m_flGoalFeetYaw = 0.f;

    float eye_feet_delta = AngleDifference(m_flEyeYaw, m_flGoalFeetYaw);

    static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
        Vector delta = a - b;
        float delta_length = delta.Length();

        if (delta_length <= min_delta)
        {
            Vector result;

            if (-min_delta <= delta_length)
                return a;
            else
            {
                float iradius = 1.0f / (delta_length + FLT_EPSILON);
                return b - ((delta * iradius) * min_delta);
            }
        }
        else
        {
            float iradius = 1.0f / (delta_length + FLT_EPSILON);
            return b + ((delta * iradius) * min_delta);
        }
    };

    float spd = velocity.LengthSqr();

    if (spd > std::powf(1.2f * 260.0f, 2.f))
    {
        Vector velocity_normalized = velocity.Normalized();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float m_flChokedTime = anim_state->m_flLastClientSideAnimationUpdateTime;
    float v25 = std::clamp(m_player->m_flDuckAmount() + anim_state->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = anim_state->m_fDuckAmount;
    float v27 = m_flChokedTime * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    float flDuckAmount = std::clamp(v28, 0.0f, 1.0f);

    Vector animationVelocity = GetSmoothedVelocity(m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity());
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    float flMaxMovementSpeed = 260.0f;

    weapon_t* pWeapon = m_player->m_hActiveWeapon().Get();

    if (pWeapon)
        flMaxMovementSpeed = std::fmaxf(pWeapon->get_csweapon_info()->flMaxPlayerSpeedAlt, 0.001f);

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((anim_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * flRunningSpeed) + 1.0f;

    if (flDuckAmount > 0.0f)
    {
        float flDuckingSpeed = std::clamp(flDuckingSpeed, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    const float v60 = -58.f;
    const float v61 = 58.f;

    float flMinYawModifier = v60 * flYawModifier;
    float flMaxYawModifier = v61 * flYawModifier;

    if (eye_feet_delta <= flMaxYawModifier)
    {
        if (flMinYawModifier > eye_feet_delta)
            m_flGoalFeetYaw = fabs(flMinYawModifier) + m_flEyeYaw;
    }
    else
    {
        m_flGoalFeetYaw = m_flEyeYaw - fabs(flMaxYawModifier);
    }

    math::normalize_yaw(m_flGoalFeetYaw);

    if (speed > 0.1f || fabs(velocity.z) > 100.0f)
    {
        m_flGoalFeetYaw = flApproachAngle(
            m_flEyeYaw,
            m_flGoalFeetYaw,
            ((anim_state->m_flStopToFullRunningFraction * 20.0f) + 30.0f)
            * m_flChokedTime);
    }
    else
    {
        m_flGoalFeetYaw = flApproachAngle(
            m_player->m_flLowerBodyYawTarget(),
            m_flGoalFeetYaw,
            m_flChokedTime * 100.0f);
    }

    return m_flGoalFeetYaw;
}

void resolver::resolve_yaw()
{
    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

#if RELEASE
    if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
#else
    if (!g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
#endif
    {
        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_ZERO:
            player_record->type = BRUTEFORCE;
            player_record->side = RESOLVER_LOW_FIRST;

            was_first_bruteforce = false;
            was_second_bruteforce = false;
            return;
        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_FIRST;
            return;


        }
    }

    auto animstate = player->get_animation_state();

    if (!animstate)
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    if (fabs(original_pitch) > 85.0f)
        fake = true;
    else if (!fake)
    {
        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 > 0.1f || 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_FIRST;
        }
        else if (delta < -30.0f)
        {
            player_record->type = LBY;
            player_record->side = RESOLVER_SECOND;
        }
    }
    else
    {
        int side;
        detect_side(player, &side);
        if (side == 1)
        {
            player_record->type = TRACE;
            player_record->side = RESOLVER_FIRST;
        }
        else if (side == -1) {
            player_record->type = TRACE;
            player_record->side = RESOLVER_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()
{
    return original_pitch;
}

animsys.cpp
Код:
// 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 "..\misc\misc.h"
#include "..\misc\logs.h"

std::deque <adjust_data> player_records[65];

void lagcompensation::fsn(ClientFrameStage_t stage)
{
    if (stage != FRAME_NET_UPDATE_END)
        return;

    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled)
        return;

    for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (e == g_ctx.local())
            continue;

        if (!valid(i, e))
            continue;

        auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount);

        if (time_delta > 1.0f / m_globals()->m_intervalpertick)
            continue;

        auto update = player_records[i].empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550

        if (update && !player_records[i].empty())
        {
            auto server_tick = m_clientstate()->m_iServerTick - i % m_globals()->m_timestamprandomizewindow;
            auto current_tick = server_tick - server_tick % m_globals()->m_timestampnetworkingbase;

            if (TIME_TO_TICKS(e->m_flOldSimulationTime()) < current_tick && TIME_TO_TICKS(e->m_flSimulationTime()) == current_tick)
            {
                auto layer = &e->get_animlayers()[11];
                auto previous_layer = &player_records[i].front().layers[11];

                if (layer->m_flCycle == previous_layer->m_flCycle) //-V550
                {
                    e->m_flSimulationTime() = e->m_flOldSimulationTime();
                    update = false;
                }
            }
        }

        if (update) //-V550
        {
            if (!player_records[i].empty() && (e->m_vecOrigin() - player_records[i].front().origin).LengthSqr() > 4096.0f)
                for (auto& record : player_records[i])
                    record.invalid = true;

            player_records[i].emplace_front(adjust_data());
            update_player_animations(e);

            while (player_records[i].size() > 32)
                player_records[i].pop_back();
        }
    }
}

bool lagcompensation::valid(int i, player_t* e)
{
    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled || !e->valid(false))
    {
        if (!e->is_alive())
        {
            is_dormant[i] = false;
            player_resolver[i].reset();

            g_ctx.globals.fired_shots[i] = 0;
            g_ctx.globals.missed_shots[i] = 0;
        }
        else if (e->IsDormant())
            is_dormant[i] = true;

        player_records[i].clear();
        return false;
    }

    return true;
}

void lagcompensation::update_player_animations(player_t* e)
{
    auto animstate = e->get_animation_state();

    if (!animstate)
        return;

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(e->EntIndex(), &player_info))
        return;

    auto records = &player_records[e->EntIndex()]; //-V826

    if (records->empty())
        return;

    adjust_data* previous_record = nullptr;

    if (records->size() >= 2)
        previous_record = &records->at(1);

    auto record = &records->front();

    AnimationLayer animlayers[15];

    memcpy(animlayers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(record->layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    auto backup_lower_body_yaw_target = e->m_flLowerBodyYawTarget();
    auto backup_duck_amount = e->m_flDuckAmount();
    auto backup_flags = e->m_fFlags();
    auto backup_eflags = e->m_iEFlags();

    auto backup_curtime = m_globals()->m_curtime; //-V807
    auto backup_frametime = m_globals()->m_frametime;
    auto backup_realtime = m_globals()->m_realtime;
    auto backup_framecount = m_globals()->m_framecount;
    auto backup_tickcount = m_globals()->m_tickcount;
    auto backup_interpolation_amount = m_globals()->m_interpolation_amount;

    m_globals()->m_curtime = e->m_flSimulationTime();
    m_globals()->m_frametime = m_globals()->m_intervalpertick;

    if (previous_record)
    {
        auto velocity = e->m_vecVelocity();
        auto was_in_air = e->m_fFlags() & FL_ONGROUND && previous_record->flags & FL_ONGROUND;

        auto time_difference = max(m_globals()->m_intervalpertick, e->m_flSimulationTime() - previous_record->simulation_time);
        auto origin_delta = e->m_vecOrigin() - previous_record->origin;

        auto animation_speed = 0.0f;

        if (!origin_delta.IsZero() && TIME_TO_TICKS(time_difference) > 0)
        {
            e->m_vecVelocity() = origin_delta * (1.0f / time_difference);

            if (e->m_fFlags() & FL_ONGROUND && animlayers[11].m_flWeight > 0.0f && animlayers[11].m_flWeight < 1.0f && animlayers[11].m_flCycle > previous_record->layers[11].m_flCycle)
            {
                auto weapon = e->m_hActiveWeapon().Get();

                if (weapon)
                {
                    auto max_speed = 260.0f;
                    auto weapon_info = e->m_hActiveWeapon().Get()->get_csweapon_info();

                    if (weapon_info)
                        max_speed = e->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

                    auto modifier = 0.35f * (1.0f - animlayers[11].m_flWeight);

                    if (modifier > 0.0f && modifier < 1.0f)
                        animation_speed = max_speed * (modifier + 0.55f);
                }
            }

            if (animation_speed > 0.0f)
            {
                animation_speed /= e->m_vecVelocity().Length2D();

                e->m_vecVelocity().x *= animation_speed;
                e->m_vecVelocity().y *= animation_speed;
            }

            if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
            {
                auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);

                if (!previous_velocity.IsZero() && !was_in_air)
                {
                    auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
                    auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));

                    auto average_direction = current_direction - previous_direction;
                    average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));

                    auto direction_cos = cos(average_direction);
                    auto dirrection_sin = sin(average_direction);

                    auto velocity_speed = e->m_vecVelocity().Length2D();

                    e->m_vecVelocity().x = direction_cos * velocity_speed;
                    e->m_vecVelocity().y = dirrection_sin * velocity_speed;
                }
            }

            if (!(e->m_fFlags() & FL_ONGROUND))
            {
                static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));

                auto fixed_timing = math::clamp(time_difference, m_globals()->m_intervalpertick, 1.0f);
                e->m_vecVelocity().z -= sv_gravity->GetFloat() * fixed_timing * 0.5f;
            }
            else
                e->m_vecVelocity().z = 0.0f;
        }
    }

    e->m_iEFlags() &= ~0x1800;

    if (e->m_fFlags() & FL_ONGROUND && e->m_vecVelocity().Length() > 0.0f && animlayers[6].m_flWeight <= 0.0f)
        e->m_vecVelocity().Zero();

    e->m_vecAbsVelocity() = e->m_vecVelocity();
    e->m_bClientSideAnimation() = true;

    if (is_dormant[e->EntIndex()])
    {
        is_dormant[e->EntIndex()] = false;

        if (e->m_fFlags() & FL_ONGROUND)
        {
            animstate->m_bOnGround = true;
            animstate->m_bInHitGroundAnimation = false;
        }

        animstate->time_since_in_air() = 0.0f;
        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
    }

    auto updated_animations = false;

    c_baseplayeranimationstate state;
    memcpy(&state, animstate, sizeof(c_baseplayeranimationstate));

    if (previous_record)
    {
        memcpy(e->get_animlayers(), previous_record->layers, e->animlayer_count() * sizeof(AnimationLayer));

        auto ticks_chocked = 1;
        auto simulation_ticks = TIME_TO_TICKS(e->m_flSimulationTime() - previous_record->simulation_time);

        if (simulation_ticks > 0 && simulation_ticks < 31)
            ticks_chocked = simulation_ticks;

        if (ticks_chocked > 1)
        {
            auto land_time = 0.0f;
            auto land_in_cycle = false;
            auto is_landed = false;
            auto on_ground = false;

            if (animlayers[4].m_flCycle < 0.5f && (!(e->m_fFlags() & FL_ONGROUND) || !(previous_record->flags & FL_ONGROUND)))
            {
                land_time = e->m_flSimulationTime() - animlayers[4].m_flPlaybackRate * animlayers[4].m_flCycle;
                land_in_cycle = land_time >= previous_record->simulation_time;
            }

            auto duck_amount_per_tick = (e->m_flDuckAmount() - previous_record->duck_amount) / ticks_chocked;

            for (auto i = 0; i < ticks_chocked; ++i)
            {
                auto lby_delta = fabs(math::normalize_yaw(e->m_flLowerBodyYawTarget() - previous_record->lby));

                if (lby_delta > 0.0f && e->m_vecVelocity().Length() < 5.0f)
                {
                    auto delta = ticks_chocked - i;
                    auto use_new_lby = true;

                    if (lby_delta < 1.0f)
                        use_new_lby = !delta; //-V547
                    else
                        use_new_lby = delta < 2;

                    e->m_flLowerBodyYawTarget() = use_new_lby ? backup_lower_body_yaw_target : previous_record->lby;
                }

                auto simulated_time = previous_record->simulation_time + TICKS_TO_TIME(i);

                if (duck_amount_per_tick) //-V550
                    e->m_flDuckAmount() = previous_record->duck_amount + duck_amount_per_tick * (float)i;

                on_ground = e->m_fFlags() & FL_ONGROUND;

                if (land_in_cycle && !is_landed)
                {
                    if (land_time <= simulated_time)
                    {
                        is_landed = true;
                        on_ground = true;
                    }
                    else
                        on_ground = previous_record->flags & FL_ONGROUND;
                }

                if (on_ground)
                    e->m_fFlags() |= FL_ONGROUND;
                else
                    e->m_fFlags() &= ~FL_ONGROUND;

                auto simulated_ticks = TIME_TO_TICKS(simulated_time);

                m_globals()->m_realtime = simulated_time;
                m_globals()->m_curtime = simulated_time;
                m_globals()->m_framecount = simulated_ticks;
                m_globals()->m_tickcount = simulated_ticks;
                m_globals()->m_interpolation_amount = 0.0f;

                g_ctx.globals.updating_animation = true;
                e->update_clientside_animation();
                g_ctx.globals.updating_animation = false;

                m_globals()->m_realtime = backup_realtime;
                m_globals()->m_curtime = backup_curtime;
                m_globals()->m_framecount = backup_framecount;
                m_globals()->m_tickcount = backup_tickcount;
                m_globals()->m_interpolation_amount = backup_interpolation_amount;

                updated_animations = true;
            }
        }
    }

    if (!updated_animations)
    {
        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;
    }

    memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

    auto setup_matrix = [&](player_t* e, AnimationLayer* layers, const int& matrix) -> void
    {
        e->invalidate_physics_recursive(8);

        AnimationLayer backup_layers[15];
        memcpy(backup_layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        memcpy(e->get_animlayers(), layers, e->animlayer_count() * sizeof(AnimationLayer));

        switch (matrix)
        {
        case MAIN:
            e->setup_bones_fixed(record->matrixes_data.main, BONE_USED_BY_ANYTHING);
            break;
        case NONE:
            e->setup_bones_fixed(record->matrixes_data.zero, BONE_USED_BY_HITBOX);
            break;
        case FIRST:
            e->setup_bones_fixed(record->matrixes_data.first, BONE_USED_BY_HITBOX);
            break;
        case SECOND:
            e->setup_bones_fixed(record->matrixes_data.second, BONE_USED_BY_HITBOX);
            break;
        }

        memcpy(e->get_animlayers(), backup_layers, e->animlayer_count() * sizeof(AnimationLayer));
    };

#if RELEASE
    if (!player_info.fakeplayer && g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled) //-V807
#else
    if (g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled)
#endif
    {
        animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()]; //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        previous_goal_feet_yaw[e->EntIndex()] = animstate->m_flGoalFeetYaw;
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y); //-V807

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, NONE);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, FIRST);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, SECOND);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], e->m_angEyeAngles().x);
        player_resolver[e->EntIndex()].resolve_yaw();

        if (g_cfg.player_list.low_delta[e->EntIndex()])
        {
            switch (record->side)
            {
            case RESOLVER_FIRST:
                record->side = RESOLVER_LOW_FIRST;
                break;
            case RESOLVER_SECOND:
                record->side = RESOLVER_LOW_SECOND;
                break;
            case RESOLVER_LOW_FIRST:
                record->side = RESOLVER_FIRST;
                break;
            case RESOLVER_LOW_SECOND:
                record->side = RESOLVER_SECOND;
                break;
            }
        }

        switch (record->side)
        {
        case RESOLVER_ORIGINAL:
            animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];
            break;
        case RESOLVER_ZERO:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
            break;
        case RESOLVER_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f);
            break;
        case RESOLVER_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f);
            break;
        case RESOLVER_LOW_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 30.0f);
            break;
        case RESOLVER_LOW_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 30.0f);
            break;
        }

        e->m_angEyeAngles().x = player_resolver[e->EntIndex()].resolve_pitch();
    }

    g_ctx.globals.updating_animation = true;
    e->update_clientside_animation();
    g_ctx.globals.updating_animation = false;

    setup_matrix(e, animlayers, MAIN);
memcpy(e->m_CachedBoneData(). Base(), record->matrixes_data.main, e->m_CachedBoneData(). Count() * sizeof(matrix3x4_t));

    m_globals()->m_curtime = backup_curtime;
    m_globals()->m_frametime = backup_frametime;

    e->m_flLowerBodyYawTarget() = backup_lower_body_yaw_target;
    e->m_flDuckAmount() = backup_duck_amount;
    e->m_fFlags() = backup_flags;
    e->m_iEFlags() = backup_eflags;

    memcpy(e->get_animlayers(), animlayers, e->animlayer_count() * sizeof(AnimationLayer));
    record->store_data(e, false);

    if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
        record->invalid = true;
}

animsys.h

Код:
#pragma once

#include "..\..\includes.hpp"
#include "..\..\sdk\structs.hpp"

enum
{
    MAIN,
    NONE,
    FIRST,
    SECOND
};

enum resolver_type
{
    ORIGINAL,
    BRUTEFORCE,
    LBY,
    TRACE,
    DIRECTIONAL
};

enum resolver_side
{
    RESOLVER_ORIGINAL,
    RESOLVER_ZERO,
    RESOLVER_FIRST,
    RESOLVER_SECOND,
    RESOLVER_LOW_FIRST,
    RESOLVER_LOW_SECOND
};

struct matrixes
{
    matrix3x4_t main[MAXSTUDIOBONES];
    matrix3x4_t zero[MAXSTUDIOBONES];
    matrix3x4_t first[MAXSTUDIOBONES];
    matrix3x4_t second[MAXSTUDIOBONES];
};

class adjust_data;

class resolver
{
    player_t* player = nullptr;
    adjust_data* player_record = nullptr;

    bool side = false;
    bool fake = false;
    bool was_first_bruteforce = false;
    bool was_second_bruteforce = false;

    float lock_side = 0.0f;
    float original_goal_feet_yaw = 0.0f;
    float original_pitch = 0.0f;
public:
    void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
    void reset();
    void resolve_yaw();
    float resolve_pitch();

    resolver_side last_side = RESOLVER_ORIGINAL;
};
static float fl_stored_brute[65];
class adjust_data //-V730
{
public:
    player_t* player;
    int i;

    AnimationLayer layers[15];
    matrixes matrixes_data;

    resolver_type type;
    resolver_side side;

    bool invalid;
    bool immune;
    bool dormant;
    bool bot;

    int flags;
    int bone_count;

    float simulation_time;
    float duck_amount;
    float lby;

    Vector angles;
    Vector abs_angles;
    Vector velocity;
    Vector origin;
    Vector mins;
    Vector maxs;

    adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        player = nullptr;
        i = -1;

        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        immune = false;
        dormant = false;
        bot = false;

        flags = 0;
        bone_count = 0;

        simulation_time = 0.0f;
        duck_amount = 0.0f;
        lby = 0.0f;

        angles.Zero();
        abs_angles.Zero();
        velocity.Zero();
        origin.Zero();
        mins.Zero();
        maxs.Zero();
    }

    adjust_data(player_t* e, bool store = true)
    {
        type = ORIGINAL;
        side = RESOLVER_ORIGINAL;

        invalid = false;
        store_data(e, store);
    }

    void store_data(player_t* e, bool store = true)
    {
        if (!e->is_alive())
            return;

        player = e;
        i = player->EntIndex();

        if (store)
        {
            memcpy(layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
            memcpy(matrixes_data.main, player->m_CachedBoneData().Base(), player->m_CachedBoneData().Count() * sizeof(matrix3x4_t));
        }

        immune = player->m_bGunGameImmunity() || player->m_fFlags() & FL_FROZEN;
        dormant = player->IsDormant();

#if RELEASE
        player_info_t player_info;
        m_engine()->GetPlayerInfo(i, &player_info);

        bot = player_info.fakeplayer;
#else
        bot = false;
#endif

        flags = player->m_fFlags();
        bone_count = player->m_CachedBoneData().Count();

        simulation_time = player->m_flSimulationTime();
        duck_amount = player->m_flDuckAmount();
        lby = player->m_flLowerBodyYawTarget();

        angles = player->m_angEyeAngles();
        abs_angles = player->GetAbsAngles();
        velocity = player->m_vecVelocity();
        origin = player->m_vecOrigin();
        mins = player->GetCollideable()->OBBMins();
        maxs = player->GetCollideable()->OBBMaxs();
    }

    void adjust_player()
    {
        if (!valid(false))
            return;

        memcpy(player->get_animlayers(), layers, player->animlayer_count() * sizeof(AnimationLayer));
memcpy(player->m_CachedBoneData(). Base(), matrixes_data.main, player->m_CachedBoneData(). Count() * sizeof(matrix3x4_t)); -V807

        player->m_fFlags() = flags;
        player->m_CachedBoneData().m_Size = bone_count;

        player->m_flSimulationTime() = simulation_time;
        player->m_flDuckAmount() = duck_amount;
        player->m_flLowerBodyYawTarget() = lby;

        player->m_angEyeAngles() = angles;
        player->set_abs_angles(abs_angles);
        player->m_vecVelocity() = velocity;
        player->m_vecOrigin() = origin;
        player->set_abs_origin(origin);
        player->GetCollideable()->OBBMins() = mins;
        player->GetCollideable()->OBBMaxs() = maxs;
    }

    bool valid(bool extra_checks = true)
    {
        if (!this) //-V704
            return false;

        if (i > 0)
            player = (player_t*)m_entitylist()->GetClientEntity(i);

        if (!player)
            return false;

        if (player->m_lifeState() != LIFE_ALIVE)
            return false;

        if (immune)
            return false;

        if (dormant)
            return false;

        if (!extra_checks)
            return true;

        if (invalid)
            return false;

        auto net_channel_info = m_engine()->GetNetChannelInfo();

        if (!net_channel_info)
            return false;

        static auto sv_maxunlag = m_cvar()->FindVar(crypt_str("sv_maxunlag"));

        auto outgoing = net_channel_info->GetLatency(FLOW_OUTGOING);
        auto incoming = net_channel_info->GetLatency(FLOW_INCOMING);

        auto correct = math::clamp(outgoing + incoming + util::get_interpolation(), 0.0f, sv_maxunlag->GetFloat());

auto curtime = g_ctx.local()->is_alive() ? TICKS_TO_TIME(g_ctx.globals.fixed_tickbase) : m_globals()->m_curtime; -V807
        auto delta_time = correct - (curtime - simulation_time);

        if (fabs(delta_time) > 0.2f)
            return false;

        auto extra_choke = 0;

        if (g_ctx.globals.fakeducking)
            extra_choke = 14 - m_clientstate()->iChokedCommands;

        auto server_tickcount = extra_choke + m_globals()->m_tickcount + TIME_TO_TICKS(outgoing + incoming);
        auto dead_time = (int)(TICKS_TO_TIME(server_tickcount) - sv_maxunlag->GetFloat());

        if (simulation_time < (float)dead_time)
            return false;

        return true;
    }
};

class optimized_adjust_data
{
public:
    int i;
    player_t* player;

    float simulation_time;
    float duck_amount;

    Vector angles;
    Vector origin;

    optimized_adjust_data() //-V730
    {
        reset();
    }

    void reset()
    {
        i = 0;
        player = nullptr;

        simulation_time = 0.0f;
        duck_amount = 0.0f;

angles. Zero();
origin. Zero();
    }
};

extern std::deque <adjust_data> player_records[65];

class lagcompensation : public singleton <lagcompensation>
{
public:
    void fsn(ClientFrameStage_t stage);
    bool valid(int i, player_t* e);
    void update_player_animations(player_t* e);

    resolver player_resolver[65];

    bool is_dormant[65];
    float previous_goal_feet_yaw[65];
};
Ты вкурсе что у тебя почти ничего не юзается в resolver_yaw который на деф лв похож
 
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switch (record->side) { case RESOLVER_ORIGINAL: animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()]; break; case RESOLVER_ZERO: animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y); break; case RESOLVER_FIRST: animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60.0f); break; case RESOLVER_SECOND: animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60.0f); break; case RESOLVER_LOW_FIRST: animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 30.0f); break; case RESOLVER_LOW_SECOND: animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 30.0f); break; }
animation_system mem with meme
AnimationLayer animlayers[15];
void lagcompensation::fsn(ClientFrameStage_t stage) { if (stage != FRAME_NET_UPDATE_END) return; if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled) return; for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807 { auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i)); if (e == g_ctx.local()) continue; if (!valid(i, e)) continue; auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount); if (time_delta > 1.0f / m_globals()->m_intervalpertick) continue; auto update = player_records.empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550 if (update && !player_records.empty()) { auto server_tick = m_clientstate()->m_iServerTick - i % m_globals()->m_timestamprandomizewindow; auto current_tick = server_tick - server_tick % m_globals()->m_timestampnetworkingbase; if (TIME_TO_TICKS(e->m_flOldSimulationTime()) < current_tick && TIME_TO_TICKS(e->m_flSimulationTime()) == current_tick) { auto layer = &e->get_animlayers()[11]; auto previous_layer = &player_records.front().layers[11]; if (layer->m_flCycle == previous_layer->m_flCycle) //-V550 { e->m_flSimulationTime() = e->m_flOldSimulationTime(); update = false; } } }
ну хули вы еще с гладиаторс нормальное не спаастили :disrelieved::disrelieved:
 
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