Вопрос [RESOLVER] Посоветуйте что можно добавить или что нужно убрать.

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Написал резольвер (параша).
Писать исключительно по теме. Учу c++ уже 2 недели. Укажите на ошибки молодому пастеру :roflanEbalo:

resolver.cpp:
#include "gamesense.h"
#include <random>
#include <algorithm>
Resolver g_resolver { };;
Player* m_pPlayer;
/* fix stored data */
void Resolver::BackupData ( BackupData_t* m_data ) {
    std::memcpy ( &m_data->m_nBackupState, m_data->m_pPlayer->m_PlayerAnimState ( ), sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->GetAnimLayers ( m_data->m_nBackupLayers );
    m_data->m_nBackupAngles = m_data->m_pPlayer->m_angEyeAngles ( );
    m_data->m_nBackupSimulationTime = m_data->m_pPlayer->m_flSimulationTime ( );
    m_data->m_nBackupDuckAmount = m_data->m_pPlayer->m_flDuckAmount ( );
    m_data->m_pPlayer->GetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_nBackupGoalFeetYaw = m_data->m_pPlayer->m_PlayerAnimState ( )->goal_feet_yaw;
    m_data->m_nBackupClientSideAnimation = m_data->m_pPlayer->m_bClientSideAnimation ( );
    m_data->m_flBackupLowerBodyTarget = m_data->m_pPlayer->m_flLowerBodyYawTarget ( );
    m_data->m_nBackupFlags = m_data->m_pPlayer->m_fFlags ( );
    m_data->m_nBackupVelocity = m_data->m_pPlayer->m_vecVelocity ( );
    m_data->m_nBackupOrigin = m_data->m_pPlayer->m_vecOrigin ( );
    m_data->m_nBackupAbsVelocity = m_data->m_pPlayer->m_vecAbsVelocity ( );
    m_data->m_nBackupDucked = m_data->m_pPlayer->m_bDucking ( );
}
void Resolver::RestoreData ( BackupData_t* m_data ) {
    m_data->m_pPlayer->SetAnimLayers ( m_data->m_nBackupLayers );
    memcpy ( m_data->m_pPlayer->m_PlayerAnimState ( ), &m_data->m_nBackupState, sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_angEyeAngles ( ) = m_data->m_nBackupAngles;
    m_data->m_pPlayer->m_bDucking ( ) = m_data->m_nBackupDucked;
    m_data->m_pPlayer->m_vecVelocity ( ) = m_data->m_nBackupVelocity;
    m_data->m_pPlayer->m_flDuckAmount ( ) = m_data->m_nBackupDuckAmount;
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_vecOrigin ( ) = m_data->m_nBackupOrigin;
    m_data->m_pPlayer->m_flLowerBodyYawTarget ( ) = m_data->m_flBackupLowerBodyTarget;
    m_data->m_pPlayer->m_fFlags ( ) = m_data->m_nBackupFlags;
    m_data->m_pPlayer->SetAbsVelocity ( m_data->m_nBackupAbsVelocity );
    m_data->m_pPlayer->m_flSimulationTime ( ) = m_data->m_nBackupSimulationTime;
    m_data->m_pPlayer->m_bClientSideAnimation ( ) = m_data->m_nBackupClientSideAnimation;
}
void Resolver::StoreMatrices ( LagComp::LagRecord_t& record ) {

    // create backup data.
    BackupData_t data { };

    // get our player for easier use.
    m_pPlayer = record.m_pEntity;

    data.m_pPlayer = m_pPlayer;

    // get delta between eyeangles and goalfeetyaw
    auto m_flEyeDelta = math::AngleDiff ( record.m_angEyeAngles.y, record.m_pState->goal_feet_yaw );

    // check if player has "inverted" desync
    auto m_bDeltaCheck = m_flEyeDelta <= 0.f;

    // get and clamp the player's choked commands
    auto m_nChoked = std::clamp ( record.m_iChoked, 1, 17 );

    // backup all player values.
    g_resolver.BackupData ( &data );

    int lag = record.m_iChoked;

    // update center.
    m_pPlayer->InvalidateBoneCache ( );
    m_pPlayer->m_bClientSideAnimation ( ) = true;
    m_pPlayer->UpdateClientSideAnimation ( );
    m_pPlayer->m_bClientSideAnimation ( ) = false;
    m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
    float center_playback = record.m_pEntity->m_AnimOverlay ( ) [ 6 ].m_playback_rate;
    memcpy ( record.center_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    memcpy ( g_chams.m_stored_matrices [ m_pPlayer->index ( ) - 1 ], record.center_matrix, sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    m_pPlayer->GetAnimLayers ( record.center_layers );
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 0 ] );//TESTING

    // restore.
    g_resolver.RestoreData ( &data );

    // update left.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );

        m_pPlayer->GetAnimLayers ( record.right_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.right_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 1 ] );//TESTING

            // restore.
    g_resolver.RestoreData ( &data );

    // update right.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );
        m_pPlayer->GetAnimLayers ( record.right_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.left_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }

    // store data from rebuilt animations.
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 2 ] ); //TESTING

    // restore.
    g_resolver.RestoreData ( &data );
    g_anims.UpdateAnimations ( m_pPlayer, &record, 0 );
}

void Resolver::ResolveAngles ( Player* player, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    AimPlayer* data = &g_aimbot.m_players [ player->index ( ) - 1 ];

    /* calling settup detecting */
    Resolver::setup_detect ( data, player, record );

    /* resolve entity */
    if ( record->m_bValid && record->m_iChoked > 1 && record->m_iChoked < ( g_csgo.m_cvar->FindVar ( HASH ( "sv_maxusrcmdprocessticks" ) )->GetInt ( ) + 1 ) )
        ResolveEntity ( player, data, record, prev_record );

    player->SetupBones ( record->m_pMatrix, 128, BONE_USED_BY_ANYTHING, 0.0f );
}

/* detect side output things */
float get_backward_side ( Player* player ) {
    if ( !g_cl.m_processing )
        return -1.f;

    return math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
}

/* detect desync side */
void Resolver::detect_side ( Player* player, int* side ) {
    /* externs */
    vec3_t src3D, dst3D, forward, right, up, src, dst;
    float back_two, right_two, left_two;
    CGameTrace tr;
    CTraceFilterSimple filter;

    /* angle vectors */
    math::AngleVectors ( ang_t ( 0, get_backward_side ( player ), 0 ), &forward, &right, &up );

    /* filtering */
    filter.SetPassEntity ( player );
    src3D = player->Weapon_ShootPosition ( );
    dst3D = src3D + ( forward * 384 );

    /* back engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D, dst3D ), MASK_SHOT, &filter, &tr );
    back_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* right engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D + right * 35, dst3D + right * 35 ), MASK_SHOT, &filter, &tr );
    right_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* left engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D - right * 35, dst3D - right * 35 ), MASK_SHOT, &filter, &tr );
    left_two = ( tr.m_endpos - tr.m_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::NormalizeYaw(fabsf(yaw))
#define ca(angle1, angle2) math::CalcAngle(angle1, angle2)

/* check low desync delta */
void Resolver::check_low_delta_desync ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* setup animstate */
    CCSGOPlayerAnimState* animstate = player->m_PlayerAnimState ( );

    /* 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->goal_feet_yaw );
    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 ( data->m_missed_shots % 3 ) {
            case 0: {
                animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
            } break;
            case 1: {
                animstate->goal_feet_yaw = fl_left_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
            } break;
            case 2: {
                animstate->goal_feet_yaw = fl_right_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_right_low_delta;
            } break;
        }
    }

    /* fixing moving delta vars */
    auto target_yaw = math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
    auto target_left_direction = math::NormalizeYaw ( target_yaw - fl_left_yaw );
    auto target_right_direction = math::NormalizeYaw ( target_yaw - fl_right_yaw );

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

    /* get stored yaw */
    if ( fl_stored_yaw != fl_eye_yaw ) {
        if ( animstate->current_feet_yaw != animstate->goal_feet_yaw ) {
            fl_stored_yaw = player->m_angEyeAngles ( ).y;
            animstate->current_feet_yaw = animstate->goal_feet_yaw;
            animstate->goal_feet_yaw = animstate->feet_yaw_rate;
        }
    }

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

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

    /* check if low delta was wrong */
    if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_left_yaw ) {
        animstate->goal_feet_yaw = fl_right_yaw;
    }
    else if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_right_yaw ) {
        animstate->goal_feet_yaw = fl_left_yaw;
    }

    /* bruteforce if check was wrong */
    switch ( data->m_missed_shots % 3 ) {
        case 0: {
            animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
        } break;
        case 1: {
            animstate->goal_feet_yaw = fl_left_low_delta;
            fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
        } break;
        case 2: {
            animstate->goal_feet_yaw = fl_right_low_delta;
            fl_stored_brute [ player->index ( ) ] = 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* m_player, float angle )
{
    vec3_t velocity = m_player->m_vecVelocity ( );
    auto anim_state = m_player->m_PlayerAnimState ( );
    float m_flEyeYaw = angle;
    float m_flGoalFeetYaw = 0.f;

    float eye_feet_delta = math::AngleDiff ( m_flEyeYaw, m_flGoalFeetYaw );

    static auto GetSmoothedVelocity = [ ] ( float min_delta, vec3_t a, vec3_t b ) {
        vec3_t delta = a - b;
        float delta_length = delta.length ( );

        if ( delta_length <= min_delta )
        {
            vec3_t 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.length_sqr ( );

    if ( spd > std::powf ( 1.2f * 260.0f, 2.f ) )
    {
        vec3_t velocity_normalized = velocity.Normalized ( );
        velocity = velocity_normalized * ( 1.2f * 260.0f );
    }

    float m_flChokedTime = anim_state->last_client_side_animation_update_time;
    float v25 = std::clamp ( m_player->m_flDuckAmount ( ) + anim_state->landing_duck_amount, 0.0f, 1.0f );
    float v26 = anim_state->duck_amount;
    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 );

    vec3_t animationVelocity = GetSmoothedVelocity ( m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity ( ) );
    float speed = std::fminf ( animationVelocity.length ( ), 260.0f );

    float flMaxMovementSpeed = 260.0f;

    Weapon* pWeapon = m_player->GetActiveWeapon ( );

    if ( pWeapon && pWeapon->GetWpnData ( ) )
        flMaxMovementSpeed = std::fmaxf ( pWeapon->GetWpnData ( )->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->stop_to_full_running_fraction * -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::NormalizeYaw ( m_flGoalFeetYaw );

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

    return m_flGoalFeetYaw;
}
static std::random_device rd;
static std::mt19937 rng ( rd ( ) );
void Resolver::ResolveEntity ( Player* player, AimPlayer* data, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation ( );

    if ( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo ( record->m_pEntity );
    if ( !info )
        return;

    if ( !g_cfg [ ( "aimbot_resolver" ) ].get< bool > ( ) )
        return;

    if ( !prev_record )
        return;


    float eye_yaw = record->m_pState->eye_angles_y;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers [ 3 ].m_cycle == 0.f && record->m_pLayers [ 3 ].m_weight == 0.f;

    // resolve shooting players separately.
    if ( record->m_bDidShot ) {
        record->m_pState->goal_feet_yaw = eye_yaw + Resolver::ResolveShot ( data, record );
        return;
    }
    else {
        if ( record->m_pEntity->m_vecVelocity ( ).length_2d ( ) <= 0.1 ) {
            float angle_difference = math::AngleDiff ( eye_yaw, record->m_pState->goal_feet_yaw );
            data->m_index = 2 * angle_difference <= 0.0f ? 1 : -1;
        }
        else
        {
            if ( prev_record && !( ( int ) record->m_pLayers [ 12 ].m_weight * 1000.f ) && record->m_pEntity->m_vecVelocity ( ).length_2d ( ) > 0.1 &&
                ( ( int ) record->m_pLayers [ 6 ].m_weight * 1000.f ) == ( ( int ) prev_record->m_pLayers [ 6 ].m_weight * 1000.f ) ) {

                auto m_layer_delta1 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->center_layers [ 6 ].m_playback_rate );
                auto m_layer_delta2 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->left_layers [ 6 ].m_playback_rate );
                auto m_layer_delta3 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->right_layers [ 6 ].m_playback_rate );

                if ( m_layer_delta1 < m_layer_delta2
                    || m_layer_delta3 <= m_layer_delta2
                    || ( signed int ) ( float ) ( m_layer_delta2 * 1000.0 ) )
                {
                    if ( m_layer_delta1 >= m_layer_delta3
                        && m_layer_delta2 > m_layer_delta3
                        && !( signed int ) ( float ) ( m_layer_delta3 * 1000.0 ) )
                    {
                        data->m_index = 1;
                    }
                }
                else
                {
                    data->m_index = -1;
                }
            }
        }
    }

    switch ( data->m_missed_shots % 3 ) {
        case 0: //default
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * data->m_index );
        break;
        case 1: //reverse
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * -data->m_index );
        break;
        case 2: //middle
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y );
        break;
    }

}

float Resolver::ResolveShot ( AimPlayer* data, LagComp::LagRecord_t* record ) {
    /* fix unrestricted shot */
    float flPseudoFireYaw = math::NormalizedAngle ( math::CalcAngle ( record->m_pMatrix [ 8 ].GetOrigin ( ), g_cl.m_local->m_BoneCache ( ).m_pCachedBones [ 0 ].GetOrigin ( ) ).y );
    if ( data->m_extending ) {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 58.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 29.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
    }
}

/* setup detect side usefull things */
float get_angle ( Player* player ) {
    return math::NormalizedAngle ( player->m_angEyeAngles ( ).y );
}
float get_foword_yaw ( Player* player ) {
    return math::NormalizedAngle ( get_backward_side ( player ) - 180.f );
}

/* setup detect side */
void Resolver::setup_detect ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* calling detect side */
    static int side {};
    Resolver::detect_side ( player, &side );

    if ( g_cfg [ ( "aimbot_pitch_resolver" ) ].get< bool > ( ) ) {
        /* bruting vars */
        float resolve_value = 50.f;
        static float brute = 0.f;
        float fl_max_rotation = player->GetMaxBodyRotation ( );
        float fl_eye_yaw = player->m_PlayerAnimState ( )->eye_angles_y;
        float perfect_resolve_yaw = resolve_value;
        bool fl_foword = fabsf ( math::NormalizedAngle ( get_angle ( player ) - get_foword_yaw ( player ) ) ) < 90.f;
        int fl_shots = data->m_missed_shots;

        /* clamp angle */
        if ( fl_max_rotation < resolve_value ) {
            resolve_value = fl_max_rotation;
        }

        /* detect if player is using max desync angle */
        if ( data->m_extending ) {
            resolve_value = fl_max_rotation;
        }

        /* setup brting */
        if ( fl_shots == 0 ) {
            brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
        }
        else {
            switch ( data->m_missed_shots % 3 ) {
                case 0: {
                    brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
                } break;
                case 1: {
                    brute = perfect_resolve_yaw * ( fl_foword ? side : -side );
                } break;
                case 2: {
                    brute = 0;
                } break;
            }
        }

        /* fix goalfeet yaw */
        player->m_PlayerAnimState ( )->goal_feet_yaw = fl_eye_yaw + brute;
    }
}
 
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Во-первых, учить C++, практиковаться более продолжительное время для понимания концептов основных алгоритмов и написания собственных, также их дополнения.
Во-вторых, для того, чтобы написать Resolver, нужно знать как работает анимирование в игре и почему в принципе работает Resolver, за что он отвечает.
В-третьих, для базового Resolver'a, ты мог сделать и брутфорс - это самое простое. Можешь поискать на форуме были темы с Resolver'ами по анимациям (слои анимаций - анимлееры (CCSGOPlayerAnimState)), анти фристенду (разворот модельки по дистанции луча, по урону).
В-четвертых, не пастить, а начать разбираться самому.
 
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Написал резольвер (параша).
Писать исключительно по теме. Учу c++ уже 2 недели. Укажите на ошибки молодому пастеру :roflanEbalo:

resolver.cpp:
#include "gamesense.h"
#include <random>
#include <algorithm>
Resolver g_resolver { };;
Player* m_pPlayer;
/* fix stored data */
void Resolver::BackupData ( BackupData_t* m_data ) {
    std::memcpy ( &m_data->m_nBackupState, m_data->m_pPlayer->m_PlayerAnimState ( ), sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->GetAnimLayers ( m_data->m_nBackupLayers );
    m_data->m_nBackupAngles = m_data->m_pPlayer->m_angEyeAngles ( );
    m_data->m_nBackupSimulationTime = m_data->m_pPlayer->m_flSimulationTime ( );
    m_data->m_nBackupDuckAmount = m_data->m_pPlayer->m_flDuckAmount ( );
    m_data->m_pPlayer->GetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_nBackupGoalFeetYaw = m_data->m_pPlayer->m_PlayerAnimState ( )->goal_feet_yaw;
    m_data->m_nBackupClientSideAnimation = m_data->m_pPlayer->m_bClientSideAnimation ( );
    m_data->m_flBackupLowerBodyTarget = m_data->m_pPlayer->m_flLowerBodyYawTarget ( );
    m_data->m_nBackupFlags = m_data->m_pPlayer->m_fFlags ( );
    m_data->m_nBackupVelocity = m_data->m_pPlayer->m_vecVelocity ( );
    m_data->m_nBackupOrigin = m_data->m_pPlayer->m_vecOrigin ( );
    m_data->m_nBackupAbsVelocity = m_data->m_pPlayer->m_vecAbsVelocity ( );
    m_data->m_nBackupDucked = m_data->m_pPlayer->m_bDucking ( );
}
void Resolver::RestoreData ( BackupData_t* m_data ) {
    m_data->m_pPlayer->SetAnimLayers ( m_data->m_nBackupLayers );
    memcpy ( m_data->m_pPlayer->m_PlayerAnimState ( ), &m_data->m_nBackupState, sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_angEyeAngles ( ) = m_data->m_nBackupAngles;
    m_data->m_pPlayer->m_bDucking ( ) = m_data->m_nBackupDucked;
    m_data->m_pPlayer->m_vecVelocity ( ) = m_data->m_nBackupVelocity;
    m_data->m_pPlayer->m_flDuckAmount ( ) = m_data->m_nBackupDuckAmount;
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_vecOrigin ( ) = m_data->m_nBackupOrigin;
    m_data->m_pPlayer->m_flLowerBodyYawTarget ( ) = m_data->m_flBackupLowerBodyTarget;
    m_data->m_pPlayer->m_fFlags ( ) = m_data->m_nBackupFlags;
    m_data->m_pPlayer->SetAbsVelocity ( m_data->m_nBackupAbsVelocity );
    m_data->m_pPlayer->m_flSimulationTime ( ) = m_data->m_nBackupSimulationTime;
    m_data->m_pPlayer->m_bClientSideAnimation ( ) = m_data->m_nBackupClientSideAnimation;
}
void Resolver::StoreMatrices ( LagComp::LagRecord_t& record ) {

    // create backup data.
    BackupData_t data { };

    // get our player for easier use.
    m_pPlayer = record.m_pEntity;

    data.m_pPlayer = m_pPlayer;

    // get delta between eyeangles and goalfeetyaw
    auto m_flEyeDelta = math::AngleDiff ( record.m_angEyeAngles.y, record.m_pState->goal_feet_yaw );

    // check if player has "inverted" desync
    auto m_bDeltaCheck = m_flEyeDelta <= 0.f;

    // get and clamp the player's choked commands
    auto m_nChoked = std::clamp ( record.m_iChoked, 1, 17 );

    // backup all player values.
    g_resolver.BackupData ( &data );

    int lag = record.m_iChoked;

    // update center.
    m_pPlayer->InvalidateBoneCache ( );
    m_pPlayer->m_bClientSideAnimation ( ) = true;
    m_pPlayer->UpdateClientSideAnimation ( );
    m_pPlayer->m_bClientSideAnimation ( ) = false;
    m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
    float center_playback = record.m_pEntity->m_AnimOverlay ( ) [ 6 ].m_playback_rate;
    memcpy ( record.center_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    memcpy ( g_chams.m_stored_matrices [ m_pPlayer->index ( ) - 1 ], record.center_matrix, sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    m_pPlayer->GetAnimLayers ( record.center_layers );
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 0 ] );//TESTING

    // restore.
    g_resolver.RestoreData ( &data );

    // update left.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );

        m_pPlayer->GetAnimLayers ( record.right_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.right_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 1 ] );//TESTING

            // restore.
    g_resolver.RestoreData ( &data );

    // update right.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );
        m_pPlayer->GetAnimLayers ( record.right_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.left_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }

    // store data from rebuilt animations.
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 2 ] ); //TESTING

    // restore.
    g_resolver.RestoreData ( &data );
    g_anims.UpdateAnimations ( m_pPlayer, &record, 0 );
}

void Resolver::ResolveAngles ( Player* player, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    AimPlayer* data = &g_aimbot.m_players [ player->index ( ) - 1 ];

    /* calling settup detecting */
    Resolver::setup_detect ( data, player, record );

    /* resolve entity */
    if ( record->m_bValid && record->m_iChoked > 1 && record->m_iChoked < ( g_csgo.m_cvar->FindVar ( HASH ( "sv_maxusrcmdprocessticks" ) )->GetInt ( ) + 1 ) )
        ResolveEntity ( player, data, record, prev_record );

    player->SetupBones ( record->m_pMatrix, 128, BONE_USED_BY_ANYTHING, 0.0f );
}

/* detect side output things */
float get_backward_side ( Player* player ) {
    if ( !g_cl.m_processing )
        return -1.f;

    return math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
}

/* detect desync side */
void Resolver::detect_side ( Player* player, int* side ) {
    /* externs */
    vec3_t src3D, dst3D, forward, right, up, src, dst;
    float back_two, right_two, left_two;
    CGameTrace tr;
    CTraceFilterSimple filter;

    /* angle vectors */
    math::AngleVectors ( ang_t ( 0, get_backward_side ( player ), 0 ), &forward, &right, &up );

    /* filtering */
    filter.SetPassEntity ( player );
    src3D = player->Weapon_ShootPosition ( );
    dst3D = src3D + ( forward * 384 );

    /* back engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D, dst3D ), MASK_SHOT, &filter, &tr );
    back_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* right engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D + right * 35, dst3D + right * 35 ), MASK_SHOT, &filter, &tr );
    right_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* left engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D - right * 35, dst3D - right * 35 ), MASK_SHOT, &filter, &tr );
    left_two = ( tr.m_endpos - tr.m_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::NormalizeYaw(fabsf(yaw))
#define ca(angle1, angle2) math::CalcAngle(angle1, angle2)

/* check low desync delta */
void Resolver::check_low_delta_desync ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* setup animstate */
    CCSGOPlayerAnimState* animstate = player->m_PlayerAnimState ( );

    /* 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->goal_feet_yaw );
    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 ( data->m_missed_shots % 3 ) {
            case 0: {
                animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
            } break;
            case 1: {
                animstate->goal_feet_yaw = fl_left_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
            } break;
            case 2: {
                animstate->goal_feet_yaw = fl_right_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_right_low_delta;
            } break;
        }
    }

    /* fixing moving delta vars */
    auto target_yaw = math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
    auto target_left_direction = math::NormalizeYaw ( target_yaw - fl_left_yaw );
    auto target_right_direction = math::NormalizeYaw ( target_yaw - fl_right_yaw );

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

    /* get stored yaw */
    if ( fl_stored_yaw != fl_eye_yaw ) {
        if ( animstate->current_feet_yaw != animstate->goal_feet_yaw ) {
            fl_stored_yaw = player->m_angEyeAngles ( ).y;
            animstate->current_feet_yaw = animstate->goal_feet_yaw;
            animstate->goal_feet_yaw = animstate->feet_yaw_rate;
        }
    }

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

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

    /* check if low delta was wrong */
    if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_left_yaw ) {
        animstate->goal_feet_yaw = fl_right_yaw;
    }
    else if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_right_yaw ) {
        animstate->goal_feet_yaw = fl_left_yaw;
    }

    /* bruteforce if check was wrong */
    switch ( data->m_missed_shots % 3 ) {
        case 0: {
            animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
        } break;
        case 1: {
            animstate->goal_feet_yaw = fl_left_low_delta;
            fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
        } break;
        case 2: {
            animstate->goal_feet_yaw = fl_right_low_delta;
            fl_stored_brute [ player->index ( ) ] = 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* m_player, float angle )
{
    vec3_t velocity = m_player->m_vecVelocity ( );
    auto anim_state = m_player->m_PlayerAnimState ( );
    float m_flEyeYaw = angle;
    float m_flGoalFeetYaw = 0.f;

    float eye_feet_delta = math::AngleDiff ( m_flEyeYaw, m_flGoalFeetYaw );

    static auto GetSmoothedVelocity = [ ] ( float min_delta, vec3_t a, vec3_t b ) {
        vec3_t delta = a - b;
        float delta_length = delta.length ( );

        if ( delta_length <= min_delta )
        {
            vec3_t 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.length_sqr ( );

    if ( spd > std::powf ( 1.2f * 260.0f, 2.f ) )
    {
        vec3_t velocity_normalized = velocity.Normalized ( );
        velocity = velocity_normalized * ( 1.2f * 260.0f );
    }

    float m_flChokedTime = anim_state->last_client_side_animation_update_time;
    float v25 = std::clamp ( m_player->m_flDuckAmount ( ) + anim_state->landing_duck_amount, 0.0f, 1.0f );
    float v26 = anim_state->duck_amount;
    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 );

    vec3_t animationVelocity = GetSmoothedVelocity ( m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity ( ) );
    float speed = std::fminf ( animationVelocity.length ( ), 260.0f );

    float flMaxMovementSpeed = 260.0f;

    Weapon* pWeapon = m_player->GetActiveWeapon ( );

    if ( pWeapon && pWeapon->GetWpnData ( ) )
        flMaxMovementSpeed = std::fmaxf ( pWeapon->GetWpnData ( )->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->stop_to_full_running_fraction * -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::NormalizeYaw ( m_flGoalFeetYaw );

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

    return m_flGoalFeetYaw;
}
static std::random_device rd;
static std::mt19937 rng ( rd ( ) );
void Resolver::ResolveEntity ( Player* player, AimPlayer* data, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation ( );

    if ( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo ( record->m_pEntity );
    if ( !info )
        return;

    if ( !g_cfg [ ( "aimbot_resolver" ) ].get< bool > ( ) )
        return;

    if ( !prev_record )
        return;


    float eye_yaw = record->m_pState->eye_angles_y;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers [ 3 ].m_cycle == 0.f && record->m_pLayers [ 3 ].m_weight == 0.f;

    // resolve shooting players separately.
    if ( record->m_bDidShot ) {
        record->m_pState->goal_feet_yaw = eye_yaw + Resolver::ResolveShot ( data, record );
        return;
    }
    else {
        if ( record->m_pEntity->m_vecVelocity ( ).length_2d ( ) <= 0.1 ) {
            float angle_difference = math::AngleDiff ( eye_yaw, record->m_pState->goal_feet_yaw );
            data->m_index = 2 * angle_difference <= 0.0f ? 1 : -1;
        }
        else
        {
            if ( prev_record && !( ( int ) record->m_pLayers [ 12 ].m_weight * 1000.f ) && record->m_pEntity->m_vecVelocity ( ).length_2d ( ) > 0.1 &&
                ( ( int ) record->m_pLayers [ 6 ].m_weight * 1000.f ) == ( ( int ) prev_record->m_pLayers [ 6 ].m_weight * 1000.f ) ) {

                auto m_layer_delta1 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->center_layers [ 6 ].m_playback_rate );
                auto m_layer_delta2 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->left_layers [ 6 ].m_playback_rate );
                auto m_layer_delta3 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->right_layers [ 6 ].m_playback_rate );

                if ( m_layer_delta1 < m_layer_delta2
                    || m_layer_delta3 <= m_layer_delta2
                    || ( signed int ) ( float ) ( m_layer_delta2 * 1000.0 ) )
                {
                    if ( m_layer_delta1 >= m_layer_delta3
                        && m_layer_delta2 > m_layer_delta3
                        && !( signed int ) ( float ) ( m_layer_delta3 * 1000.0 ) )
                    {
                        data->m_index = 1;
                    }
                }
                else
                {
                    data->m_index = -1;
                }
            }
        }
    }

    switch ( data->m_missed_shots % 3 ) {
        case 0: //default
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * data->m_index );
        break;
        case 1: //reverse
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * -data->m_index );
        break;
        case 2: //middle
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y );
        break;
    }

}

float Resolver::ResolveShot ( AimPlayer* data, LagComp::LagRecord_t* record ) {
    /* fix unrestricted shot */
    float flPseudoFireYaw = math::NormalizedAngle ( math::CalcAngle ( record->m_pMatrix [ 8 ].GetOrigin ( ), g_cl.m_local->m_BoneCache ( ).m_pCachedBones [ 0 ].GetOrigin ( ) ).y );
    if ( data->m_extending ) {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 58.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 29.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
    }
}

/* setup detect side usefull things */
float get_angle ( Player* player ) {
    return math::NormalizedAngle ( player->m_angEyeAngles ( ).y );
}
float get_foword_yaw ( Player* player ) {
    return math::NormalizedAngle ( get_backward_side ( player ) - 180.f );
}

/* setup detect side */
void Resolver::setup_detect ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* calling detect side */
    static int side {};
    Resolver::detect_side ( player, &side );

    if ( g_cfg [ ( "aimbot_pitch_resolver" ) ].get< bool > ( ) ) {
        /* bruting vars */
        float resolve_value = 50.f;
        static float brute = 0.f;
        float fl_max_rotation = player->GetMaxBodyRotation ( );
        float fl_eye_yaw = player->m_PlayerAnimState ( )->eye_angles_y;
        float perfect_resolve_yaw = resolve_value;
        bool fl_foword = fabsf ( math::NormalizedAngle ( get_angle ( player ) - get_foword_yaw ( player ) ) ) < 90.f;
        int fl_shots = data->m_missed_shots;

        /* clamp angle */
        if ( fl_max_rotation < resolve_value ) {
            resolve_value = fl_max_rotation;
        }

        /* detect if player is using max desync angle */
        if ( data->m_extending ) {
            resolve_value = fl_max_rotation;
        }

        /* setup brting */
        if ( fl_shots == 0 ) {
            brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
        }
        else {
            switch ( data->m_missed_shots % 3 ) {
                case 0: {
                    brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
                } break;
                case 1: {
                    brute = perfect_resolve_yaw * ( fl_foword ? side : -side );
                } break;
                case 2: {
                    brute = 0;
                } break;
            }
        }

        /* fix goalfeet yaw */
        player->m_PlayerAnimState ( )->goal_feet_yaw = fl_eye_yaw + brute;
    }
}
весь ресольвер ошибка пастер альмир все рассказал, посмотри как работает анимлеер он лучше чем антифристенд, но антифристенд сделать легче как по мне
 
[HvH ✡ Player] aka B1gPaster
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Если реально учишь 2 недели и сам все сделал тогда нормально. Но попробуй больше разобраться больше в кс и посмотри другие сурсы. Даже в паблике есть годные куски. А в пастинге нету ничего зазорного
 
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Написал резольвер (параша).
Писать исключительно по теме. Учу c++ уже 2 недели. Укажите на ошибки молодому пастеру :roflanEbalo:

resolver.cpp:
#include "gamesense.h"
#include <random>
#include <algorithm>
Resolver g_resolver { };;
Player* m_pPlayer;
/* fix stored data */
void Resolver::BackupData ( BackupData_t* m_data ) {
    std::memcpy ( &m_data->m_nBackupState, m_data->m_pPlayer->m_PlayerAnimState ( ), sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->GetAnimLayers ( m_data->m_nBackupLayers );
    m_data->m_nBackupAngles = m_data->m_pPlayer->m_angEyeAngles ( );
    m_data->m_nBackupSimulationTime = m_data->m_pPlayer->m_flSimulationTime ( );
    m_data->m_nBackupDuckAmount = m_data->m_pPlayer->m_flDuckAmount ( );
    m_data->m_pPlayer->GetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_nBackupGoalFeetYaw = m_data->m_pPlayer->m_PlayerAnimState ( )->goal_feet_yaw;
    m_data->m_nBackupClientSideAnimation = m_data->m_pPlayer->m_bClientSideAnimation ( );
    m_data->m_flBackupLowerBodyTarget = m_data->m_pPlayer->m_flLowerBodyYawTarget ( );
    m_data->m_nBackupFlags = m_data->m_pPlayer->m_fFlags ( );
    m_data->m_nBackupVelocity = m_data->m_pPlayer->m_vecVelocity ( );
    m_data->m_nBackupOrigin = m_data->m_pPlayer->m_vecOrigin ( );
    m_data->m_nBackupAbsVelocity = m_data->m_pPlayer->m_vecAbsVelocity ( );
    m_data->m_nBackupDucked = m_data->m_pPlayer->m_bDucking ( );
}
void Resolver::RestoreData ( BackupData_t* m_data ) {
    m_data->m_pPlayer->SetAnimLayers ( m_data->m_nBackupLayers );
    memcpy ( m_data->m_pPlayer->m_PlayerAnimState ( ), &m_data->m_nBackupState, sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_angEyeAngles ( ) = m_data->m_nBackupAngles;
    m_data->m_pPlayer->m_bDucking ( ) = m_data->m_nBackupDucked;
    m_data->m_pPlayer->m_vecVelocity ( ) = m_data->m_nBackupVelocity;
    m_data->m_pPlayer->m_flDuckAmount ( ) = m_data->m_nBackupDuckAmount;
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_vecOrigin ( ) = m_data->m_nBackupOrigin;
    m_data->m_pPlayer->m_flLowerBodyYawTarget ( ) = m_data->m_flBackupLowerBodyTarget;
    m_data->m_pPlayer->m_fFlags ( ) = m_data->m_nBackupFlags;
    m_data->m_pPlayer->SetAbsVelocity ( m_data->m_nBackupAbsVelocity );
    m_data->m_pPlayer->m_flSimulationTime ( ) = m_data->m_nBackupSimulationTime;
    m_data->m_pPlayer->m_bClientSideAnimation ( ) = m_data->m_nBackupClientSideAnimation;
}
void Resolver::StoreMatrices ( LagComp::LagRecord_t& record ) {

    // create backup data.
    BackupData_t data { };

    // get our player for easier use.
    m_pPlayer = record.m_pEntity;

    data.m_pPlayer = m_pPlayer;

    // get delta between eyeangles and goalfeetyaw
    auto m_flEyeDelta = math::AngleDiff ( record.m_angEyeAngles.y, record.m_pState->goal_feet_yaw );

    // check if player has "inverted" desync
    auto m_bDeltaCheck = m_flEyeDelta <= 0.f;

    // get and clamp the player's choked commands
    auto m_nChoked = std::clamp ( record.m_iChoked, 1, 17 );

    // backup all player values.
    g_resolver.BackupData ( &data );

    int lag = record.m_iChoked;

    // update center.
    m_pPlayer->InvalidateBoneCache ( );
    m_pPlayer->m_bClientSideAnimation ( ) = true;
    m_pPlayer->UpdateClientSideAnimation ( );
    m_pPlayer->m_bClientSideAnimation ( ) = false;
    m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
    float center_playback = record.m_pEntity->m_AnimOverlay ( ) [ 6 ].m_playback_rate;
    memcpy ( record.center_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    memcpy ( g_chams.m_stored_matrices [ m_pPlayer->index ( ) - 1 ], record.center_matrix, sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    m_pPlayer->GetAnimLayers ( record.center_layers );
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 0 ] );//TESTING

    // restore.
    g_resolver.RestoreData ( &data );

    // update left.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );

        m_pPlayer->GetAnimLayers ( record.right_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.right_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 1 ] );//TESTING

            // restore.
    g_resolver.RestoreData ( &data );

    // update right.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );
        m_pPlayer->GetAnimLayers ( record.right_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.left_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }

    // store data from rebuilt animations.
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 2 ] ); //TESTING

    // restore.
    g_resolver.RestoreData ( &data );
    g_anims.UpdateAnimations ( m_pPlayer, &record, 0 );
}

void Resolver::ResolveAngles ( Player* player, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    AimPlayer* data = &g_aimbot.m_players [ player->index ( ) - 1 ];

    /* calling settup detecting */
    Resolver::setup_detect ( data, player, record );

    /* resolve entity */
    if ( record->m_bValid && record->m_iChoked > 1 && record->m_iChoked < ( g_csgo.m_cvar->FindVar ( HASH ( "sv_maxusrcmdprocessticks" ) )->GetInt ( ) + 1 ) )
        ResolveEntity ( player, data, record, prev_record );

    player->SetupBones ( record->m_pMatrix, 128, BONE_USED_BY_ANYTHING, 0.0f );
}

/* detect side output things */
float get_backward_side ( Player* player ) {
    if ( !g_cl.m_processing )
        return -1.f;

    return math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
}

/* detect desync side */
void Resolver::detect_side ( Player* player, int* side ) {
    /* externs */
    vec3_t src3D, dst3D, forward, right, up, src, dst;
    float back_two, right_two, left_two;
    CGameTrace tr;
    CTraceFilterSimple filter;

    /* angle vectors */
    math::AngleVectors ( ang_t ( 0, get_backward_side ( player ), 0 ), &forward, &right, &up );

    /* filtering */
    filter.SetPassEntity ( player );
    src3D = player->Weapon_ShootPosition ( );
    dst3D = src3D + ( forward * 384 );

    /* back engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D, dst3D ), MASK_SHOT, &filter, &tr );
    back_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* right engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D + right * 35, dst3D + right * 35 ), MASK_SHOT, &filter, &tr );
    right_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* left engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D - right * 35, dst3D - right * 35 ), MASK_SHOT, &filter, &tr );
    left_two = ( tr.m_endpos - tr.m_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::NormalizeYaw(fabsf(yaw))
#define ca(angle1, angle2) math::CalcAngle(angle1, angle2)

/* check low desync delta */
void Resolver::check_low_delta_desync ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* setup animstate */
    CCSGOPlayerAnimState* animstate = player->m_PlayerAnimState ( );

    /* 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->goal_feet_yaw );
    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 ( data->m_missed_shots % 3 ) {
            case 0: {
                animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
            } break;
            case 1: {
                animstate->goal_feet_yaw = fl_left_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
            } break;
            case 2: {
                animstate->goal_feet_yaw = fl_right_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_right_low_delta;
            } break;
        }
    }

    /* fixing moving delta vars */
    auto target_yaw = math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
    auto target_left_direction = math::NormalizeYaw ( target_yaw - fl_left_yaw );
    auto target_right_direction = math::NormalizeYaw ( target_yaw - fl_right_yaw );

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

    /* get stored yaw */
    if ( fl_stored_yaw != fl_eye_yaw ) {
        if ( animstate->current_feet_yaw != animstate->goal_feet_yaw ) {
            fl_stored_yaw = player->m_angEyeAngles ( ).y;
            animstate->current_feet_yaw = animstate->goal_feet_yaw;
            animstate->goal_feet_yaw = animstate->feet_yaw_rate;
        }
    }

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

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

    /* check if low delta was wrong */
    if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_left_yaw ) {
        animstate->goal_feet_yaw = fl_right_yaw;
    }
    else if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_right_yaw ) {
        animstate->goal_feet_yaw = fl_left_yaw;
    }

    /* bruteforce if check was wrong */
    switch ( data->m_missed_shots % 3 ) {
        case 0: {
            animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
        } break;
        case 1: {
            animstate->goal_feet_yaw = fl_left_low_delta;
            fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
        } break;
        case 2: {
            animstate->goal_feet_yaw = fl_right_low_delta;
            fl_stored_brute [ player->index ( ) ] = 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* m_player, float angle )
{
    vec3_t velocity = m_player->m_vecVelocity ( );
    auto anim_state = m_player->m_PlayerAnimState ( );
    float m_flEyeYaw = angle;
    float m_flGoalFeetYaw = 0.f;

    float eye_feet_delta = math::AngleDiff ( m_flEyeYaw, m_flGoalFeetYaw );

    static auto GetSmoothedVelocity = [ ] ( float min_delta, vec3_t a, vec3_t b ) {
        vec3_t delta = a - b;
        float delta_length = delta.length ( );

        if ( delta_length <= min_delta )
        {
            vec3_t 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.length_sqr ( );

    if ( spd > std::powf ( 1.2f * 260.0f, 2.f ) )
    {
        vec3_t velocity_normalized = velocity.Normalized ( );
        velocity = velocity_normalized * ( 1.2f * 260.0f );
    }

    float m_flChokedTime = anim_state->last_client_side_animation_update_time;
    float v25 = std::clamp ( m_player->m_flDuckAmount ( ) + anim_state->landing_duck_amount, 0.0f, 1.0f );
    float v26 = anim_state->duck_amount;
    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 );

    vec3_t animationVelocity = GetSmoothedVelocity ( m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity ( ) );
    float speed = std::fminf ( animationVelocity.length ( ), 260.0f );

    float flMaxMovementSpeed = 260.0f;

    Weapon* pWeapon = m_player->GetActiveWeapon ( );

    if ( pWeapon && pWeapon->GetWpnData ( ) )
        flMaxMovementSpeed = std::fmaxf ( pWeapon->GetWpnData ( )->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->stop_to_full_running_fraction * -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::NormalizeYaw ( m_flGoalFeetYaw );

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

    return m_flGoalFeetYaw;
}
static std::random_device rd;
static std::mt19937 rng ( rd ( ) );
void Resolver::ResolveEntity ( Player* player, AimPlayer* data, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation ( );

    if ( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo ( record->m_pEntity );
    if ( !info )
        return;

    if ( !g_cfg [ ( "aimbot_resolver" ) ].get< bool > ( ) )
        return;

    if ( !prev_record )
        return;


    float eye_yaw = record->m_pState->eye_angles_y;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers [ 3 ].m_cycle == 0.f && record->m_pLayers [ 3 ].m_weight == 0.f;

    // resolve shooting players separately.
    if ( record->m_bDidShot ) {
        record->m_pState->goal_feet_yaw = eye_yaw + Resolver::ResolveShot ( data, record );
        return;
    }
    else {
        if ( record->m_pEntity->m_vecVelocity ( ).length_2d ( ) <= 0.1 ) {
            float angle_difference = math::AngleDiff ( eye_yaw, record->m_pState->goal_feet_yaw );
            data->m_index = 2 * angle_difference <= 0.0f ? 1 : -1;
        }
        else
        {
            if ( prev_record && !( ( int ) record->m_pLayers [ 12 ].m_weight * 1000.f ) && record->m_pEntity->m_vecVelocity ( ).length_2d ( ) > 0.1 &&
                ( ( int ) record->m_pLayers [ 6 ].m_weight * 1000.f ) == ( ( int ) prev_record->m_pLayers [ 6 ].m_weight * 1000.f ) ) {

                auto m_layer_delta1 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->center_layers [ 6 ].m_playback_rate );
                auto m_layer_delta2 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->left_layers [ 6 ].m_playback_rate );
                auto m_layer_delta3 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->right_layers [ 6 ].m_playback_rate );

                if ( m_layer_delta1 < m_layer_delta2
                    || m_layer_delta3 <= m_layer_delta2
                    || ( signed int ) ( float ) ( m_layer_delta2 * 1000.0 ) )
                {
                    if ( m_layer_delta1 >= m_layer_delta3
                        && m_layer_delta2 > m_layer_delta3
                        && !( signed int ) ( float ) ( m_layer_delta3 * 1000.0 ) )
                    {
                        data->m_index = 1;
                    }
                }
                else
                {
                    data->m_index = -1;
                }
            }
        }
    }

    switch ( data->m_missed_shots % 3 ) {
        case 0: //default
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * data->m_index );
        break;
        case 1: //reverse
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * -data->m_index );
        break;
        case 2: //middle
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y );
        break;
    }

}

float Resolver::ResolveShot ( AimPlayer* data, LagComp::LagRecord_t* record ) {
    /* fix unrestricted shot */
    float flPseudoFireYaw = math::NormalizedAngle ( math::CalcAngle ( record->m_pMatrix [ 8 ].GetOrigin ( ), g_cl.m_local->m_BoneCache ( ).m_pCachedBones [ 0 ].GetOrigin ( ) ).y );
    if ( data->m_extending ) {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 58.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 29.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
    }
}

/* setup detect side usefull things */
float get_angle ( Player* player ) {
    return math::NormalizedAngle ( player->m_angEyeAngles ( ).y );
}
float get_foword_yaw ( Player* player ) {
    return math::NormalizedAngle ( get_backward_side ( player ) - 180.f );
}

/* setup detect side */
void Resolver::setup_detect ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* calling detect side */
    static int side {};
    Resolver::detect_side ( player, &side );

    if ( g_cfg [ ( "aimbot_pitch_resolver" ) ].get< bool > ( ) ) {
        /* bruting vars */
        float resolve_value = 50.f;
        static float brute = 0.f;
        float fl_max_rotation = player->GetMaxBodyRotation ( );
        float fl_eye_yaw = player->m_PlayerAnimState ( )->eye_angles_y;
        float perfect_resolve_yaw = resolve_value;
        bool fl_foword = fabsf ( math::NormalizedAngle ( get_angle ( player ) - get_foword_yaw ( player ) ) ) < 90.f;
        int fl_shots = data->m_missed_shots;

        /* clamp angle */
        if ( fl_max_rotation < resolve_value ) {
            resolve_value = fl_max_rotation;
        }

        /* detect if player is using max desync angle */
        if ( data->m_extending ) {
            resolve_value = fl_max_rotation;
        }

        /* setup brting */
        if ( fl_shots == 0 ) {
            brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
        }
        else {
            switch ( data->m_missed_shots % 3 ) {
                case 0: {
                    brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
                } break;
                case 1: {
                    brute = perfect_resolve_yaw * ( fl_foword ? side : -side );
                } break;
                case 2: {
                    brute = 0;
                } break;
            }
        }

        /* fix goalfeet yaw */
        player->m_PlayerAnimState ( )->goal_feet_yaw = fl_eye_yaw + brute;
    }
}
Что-то странный у тебя ресольвер парт, в перемешку с аним партом. Зачем тебе ребилд 6-го леера если ты его не используешь всё равно, углы вообще не правильные. Ты его улучшишь только если перепишешь под анимации игры, все есть в слитом сурсе кски. (Ещё советую заглянуть сюда:
Пожалуйста, авторизуйтесь для просмотра ссылки.
(noad))

Если реально учишь 2 недели и сам все сделал тогда нормально. Но попробуй больше разобраться больше в кс и посмотри другие сурсы. Даже в паблике есть годные куски. А в пастинге нету ничего зазорного
Насколько я помню, этот резольвер сливали где-то, ещё в 19 году
 
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Что-то странный у тебя ресольвер парт, в перемешку с аним партом. Зачем тебе ребилд 6-го леера если ты его не используешь всё равно, углы вообще не правильные. Ты его улучшишь только если перепишешь под анимации игры, все есть в слитом сурсе кски. (Ещё советую заглянуть сюда:
Пожалуйста, авторизуйтесь для просмотра ссылки.
(noad))



Насколько я помню, этот резольвер сливали где-то, ещё в 19 году
Пожалуйста, авторизуйтесь для просмотра ссылки.
- ему два года, много уже что изменилось, разве нет?
Пожалуйста, авторизуйтесь для просмотра ссылки.
- ему два года, много уже что изменилось, разве нет?
также добавлю что это слитые сурсы анимаций конца-начала 2017-2018 года, просто перезалитые в 20ом.
 
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Пожалуйста, авторизуйтесь для просмотра ссылки.
- ему два года, много уже что изменилось, разве нет?

также добавлю что это слитые сурсы анимаций конца-начала 2017-2018 года, просто перезалитые в 20ом.
Да, изменилось, можешь прореверсить кску, там уже всё актуальное будет, а так уже на этом можно построить ресольвер неплохой
 
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весь ресольвер ошибка пастер альмир все рассказал, посмотри как работает анимлеер он лучше чем антифристенд, но антифристенд сделать легче как по мне
анти фристенд нужен для фикса стендов
аним лееры для фикса мувов с помощью play_back_rate 6 аним леера
 
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анти фристенд нужен для фикса стендов
аним лееры для фикса мувов с помощью play_back_rate 6 аним леера
я не знал спасибо, просто пиздец, чтобы до этого догадаться нужно иметь > 1 iq
 
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Написал резольвер (параша).
Писать исключительно по теме. Учу c++ уже 2 недели. Укажите на ошибки молодому пастеру :roflanEbalo:

resolver.cpp:
#include "gamesense.h"
#include <random>
#include <algorithm>
Resolver g_resolver { };;
Player* m_pPlayer;
/* fix stored data */
void Resolver::BackupData ( BackupData_t* m_data ) {
    std::memcpy ( &m_data->m_nBackupState, m_data->m_pPlayer->m_PlayerAnimState ( ), sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->GetAnimLayers ( m_data->m_nBackupLayers );
    m_data->m_nBackupAngles = m_data->m_pPlayer->m_angEyeAngles ( );
    m_data->m_nBackupSimulationTime = m_data->m_pPlayer->m_flSimulationTime ( );
    m_data->m_nBackupDuckAmount = m_data->m_pPlayer->m_flDuckAmount ( );
    m_data->m_pPlayer->GetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_nBackupGoalFeetYaw = m_data->m_pPlayer->m_PlayerAnimState ( )->goal_feet_yaw;
    m_data->m_nBackupClientSideAnimation = m_data->m_pPlayer->m_bClientSideAnimation ( );
    m_data->m_flBackupLowerBodyTarget = m_data->m_pPlayer->m_flLowerBodyYawTarget ( );
    m_data->m_nBackupFlags = m_data->m_pPlayer->m_fFlags ( );
    m_data->m_nBackupVelocity = m_data->m_pPlayer->m_vecVelocity ( );
    m_data->m_nBackupOrigin = m_data->m_pPlayer->m_vecOrigin ( );
    m_data->m_nBackupAbsVelocity = m_data->m_pPlayer->m_vecAbsVelocity ( );
    m_data->m_nBackupDucked = m_data->m_pPlayer->m_bDucking ( );
}
void Resolver::RestoreData ( BackupData_t* m_data ) {
    m_data->m_pPlayer->SetAnimLayers ( m_data->m_nBackupLayers );
    memcpy ( m_data->m_pPlayer->m_PlayerAnimState ( ), &m_data->m_nBackupState, sizeof ( CCSGOPlayerAnimState ) );
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_angEyeAngles ( ) = m_data->m_nBackupAngles;
    m_data->m_pPlayer->m_bDucking ( ) = m_data->m_nBackupDucked;
    m_data->m_pPlayer->m_vecVelocity ( ) = m_data->m_nBackupVelocity;
    m_data->m_pPlayer->m_flDuckAmount ( ) = m_data->m_nBackupDuckAmount;
    m_data->m_pPlayer->SetPoseParameters ( m_data->m_nBackupPoses );
    m_data->m_pPlayer->m_vecOrigin ( ) = m_data->m_nBackupOrigin;
    m_data->m_pPlayer->m_flLowerBodyYawTarget ( ) = m_data->m_flBackupLowerBodyTarget;
    m_data->m_pPlayer->m_fFlags ( ) = m_data->m_nBackupFlags;
    m_data->m_pPlayer->SetAbsVelocity ( m_data->m_nBackupAbsVelocity );
    m_data->m_pPlayer->m_flSimulationTime ( ) = m_data->m_nBackupSimulationTime;
    m_data->m_pPlayer->m_bClientSideAnimation ( ) = m_data->m_nBackupClientSideAnimation;
}
void Resolver::StoreMatrices ( LagComp::LagRecord_t& record ) {

    // create backup data.
    BackupData_t data { };

    // get our player for easier use.
    m_pPlayer = record.m_pEntity;

    data.m_pPlayer = m_pPlayer;

    // get delta between eyeangles and goalfeetyaw
    auto m_flEyeDelta = math::AngleDiff ( record.m_angEyeAngles.y, record.m_pState->goal_feet_yaw );

    // check if player has "inverted" desync
    auto m_bDeltaCheck = m_flEyeDelta <= 0.f;

    // get and clamp the player's choked commands
    auto m_nChoked = std::clamp ( record.m_iChoked, 1, 17 );

    // backup all player values.
    g_resolver.BackupData ( &data );

    int lag = record.m_iChoked;

    // update center.
    m_pPlayer->InvalidateBoneCache ( );
    m_pPlayer->m_bClientSideAnimation ( ) = true;
    m_pPlayer->UpdateClientSideAnimation ( );
    m_pPlayer->m_bClientSideAnimation ( ) = false;
    m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
    float center_playback = record.m_pEntity->m_AnimOverlay ( ) [ 6 ].m_playback_rate;
    memcpy ( record.center_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    memcpy ( g_chams.m_stored_matrices [ m_pPlayer->index ( ) - 1 ], record.center_matrix, sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    m_pPlayer->GetAnimLayers ( record.center_layers );
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 0 ] );//TESTING

    // restore.
    g_resolver.RestoreData ( &data );

    // update left.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );

        m_pPlayer->GetAnimLayers ( record.right_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.right_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 1 ] );//TESTING

            // restore.
    g_resolver.RestoreData ( &data );

    // update right.
    if ( m_nChoked <= 1 ) {
        g_anims.UpdateAnimations ( m_pPlayer, &record, 1 );
        m_pPlayer->GetAnimLayers ( record.right_layers );
    }
    else {
        g_anims.UpdateAnimations ( m_pPlayer, &record, -1 );
        m_pPlayer->GetAnimLayers ( record.left_layers );
        m_pPlayer->InvalidateBoneCache ( );
        m_pPlayer->SetupBones ( nullptr, 128, BONE_USED_BY_ANYTHING, m_pPlayer->m_flSimulationTime ( ) );
        memcpy ( record.left_matrix, m_pPlayer->m_BoneCache ( ).m_pCachedBones->Base ( ), sizeof ( matrix3x4_t ) * m_pPlayer->GetBoneCount ( ) );
    }

    // store data from rebuilt animations.
    g_anims.RebuiltLayer6( m_pPlayer, &record.m_LayerData[ 2 ] ); //TESTING

    // restore.
    g_resolver.RestoreData ( &data );
    g_anims.UpdateAnimations ( m_pPlayer, &record, 0 );
}

void Resolver::ResolveAngles ( Player* player, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    AimPlayer* data = &g_aimbot.m_players [ player->index ( ) - 1 ];

    /* calling settup detecting */
    Resolver::setup_detect ( data, player, record );

    /* resolve entity */
    if ( record->m_bValid && record->m_iChoked > 1 && record->m_iChoked < ( g_csgo.m_cvar->FindVar ( HASH ( "sv_maxusrcmdprocessticks" ) )->GetInt ( ) + 1 ) )
        ResolveEntity ( player, data, record, prev_record );

    player->SetupBones ( record->m_pMatrix, 128, BONE_USED_BY_ANYTHING, 0.0f );
}

/* detect side output things */
float get_backward_side ( Player* player ) {
    if ( !g_cl.m_processing )
        return -1.f;

    return math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
}

/* detect desync side */
void Resolver::detect_side ( Player* player, int* side ) {
    /* externs */
    vec3_t src3D, dst3D, forward, right, up, src, dst;
    float back_two, right_two, left_two;
    CGameTrace tr;
    CTraceFilterSimple filter;

    /* angle vectors */
    math::AngleVectors ( ang_t ( 0, get_backward_side ( player ), 0 ), &forward, &right, &up );

    /* filtering */
    filter.SetPassEntity ( player );
    src3D = player->Weapon_ShootPosition ( );
    dst3D = src3D + ( forward * 384 );

    /* back engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D, dst3D ), MASK_SHOT, &filter, &tr );
    back_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* right engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D + right * 35, dst3D + right * 35 ), MASK_SHOT, &filter, &tr );
    right_two = ( tr.m_endpos - tr.m_startpos ).length ( );

    /* left engine tracers */
    g_csgo.m_engine_trace->TraceRay ( Ray ( src3D - right * 35, dst3D - right * 35 ), MASK_SHOT, &filter, &tr );
    left_two = ( tr.m_endpos - tr.m_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::NormalizeYaw(fabsf(yaw))
#define ca(angle1, angle2) math::CalcAngle(angle1, angle2)

/* check low desync delta */
void Resolver::check_low_delta_desync ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* setup animstate */
    CCSGOPlayerAnimState* animstate = player->m_PlayerAnimState ( );

    /* 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->goal_feet_yaw );
    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 ( data->m_missed_shots % 3 ) {
            case 0: {
                animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
            } break;
            case 1: {
                animstate->goal_feet_yaw = fl_left_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
            } break;
            case 2: {
                animstate->goal_feet_yaw = fl_right_low_delta;
                fl_stored_brute [ player->index ( ) ] = fl_right_low_delta;
            } break;
        }
    }

    /* fixing moving delta vars */
    auto target_yaw = math::CalcAngle ( g_cl.m_local->m_vecOrigin ( ), player->m_vecOrigin ( ) ).y;
    auto target_left_direction = math::NormalizeYaw ( target_yaw - fl_left_yaw );
    auto target_right_direction = math::NormalizeYaw ( target_yaw - fl_right_yaw );

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

    /* get stored yaw */
    if ( fl_stored_yaw != fl_eye_yaw ) {
        if ( animstate->current_feet_yaw != animstate->goal_feet_yaw ) {
            fl_stored_yaw = player->m_angEyeAngles ( ).y;
            animstate->current_feet_yaw = animstate->goal_feet_yaw;
            animstate->goal_feet_yaw = animstate->feet_yaw_rate;
        }
    }

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

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

    /* check if low delta was wrong */
    if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_left_yaw ) {
        animstate->goal_feet_yaw = fl_right_yaw;
    }
    else if ( data->m_missed_shots == 1 && fl_stored_brute [ player->index ( ) ] == fl_right_yaw ) {
        animstate->goal_feet_yaw = fl_left_yaw;
    }

    /* bruteforce if check was wrong */
    switch ( data->m_missed_shots % 3 ) {
        case 0: {
            animstate->goal_feet_yaw = fl_stored_brute [ player->index ( ) ];
        } break;
        case 1: {
            animstate->goal_feet_yaw = fl_left_low_delta;
            fl_stored_brute [ player->index ( ) ] = fl_left_low_delta;
        } break;
        case 2: {
            animstate->goal_feet_yaw = fl_right_low_delta;
            fl_stored_brute [ player->index ( ) ] = 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* m_player, float angle )
{
    vec3_t velocity = m_player->m_vecVelocity ( );
    auto anim_state = m_player->m_PlayerAnimState ( );
    float m_flEyeYaw = angle;
    float m_flGoalFeetYaw = 0.f;

    float eye_feet_delta = math::AngleDiff ( m_flEyeYaw, m_flGoalFeetYaw );

    static auto GetSmoothedVelocity = [ ] ( float min_delta, vec3_t a, vec3_t b ) {
        vec3_t delta = a - b;
        float delta_length = delta.length ( );

        if ( delta_length <= min_delta )
        {
            vec3_t 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.length_sqr ( );

    if ( spd > std::powf ( 1.2f * 260.0f, 2.f ) )
    {
        vec3_t velocity_normalized = velocity.Normalized ( );
        velocity = velocity_normalized * ( 1.2f * 260.0f );
    }

    float m_flChokedTime = anim_state->last_client_side_animation_update_time;
    float v25 = std::clamp ( m_player->m_flDuckAmount ( ) + anim_state->landing_duck_amount, 0.0f, 1.0f );
    float v26 = anim_state->duck_amount;
    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 );

    vec3_t animationVelocity = GetSmoothedVelocity ( m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity ( ) );
    float speed = std::fminf ( animationVelocity.length ( ), 260.0f );

    float flMaxMovementSpeed = 260.0f;

    Weapon* pWeapon = m_player->GetActiveWeapon ( );

    if ( pWeapon && pWeapon->GetWpnData ( ) )
        flMaxMovementSpeed = std::fmaxf ( pWeapon->GetWpnData ( )->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->stop_to_full_running_fraction * -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::NormalizeYaw ( m_flGoalFeetYaw );

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

    return m_flGoalFeetYaw;
}
static std::random_device rd;
static std::mt19937 rng ( rd ( ) );
void Resolver::ResolveEntity ( Player* player, AimPlayer* data, LagComp::LagRecord_t* record, LagComp::LagRecord_t* prev_record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation ( );

    if ( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo ( record->m_pEntity );
    if ( !info )
        return;

    if ( !g_cfg [ ( "aimbot_resolver" ) ].get< bool > ( ) )
        return;

    if ( !prev_record )
        return;


    float eye_yaw = record->m_pState->eye_angles_y;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers [ 3 ].m_cycle == 0.f && record->m_pLayers [ 3 ].m_weight == 0.f;

    // resolve shooting players separately.
    if ( record->m_bDidShot ) {
        record->m_pState->goal_feet_yaw = eye_yaw + Resolver::ResolveShot ( data, record );
        return;
    }
    else {
        if ( record->m_pEntity->m_vecVelocity ( ).length_2d ( ) <= 0.1 ) {
            float angle_difference = math::AngleDiff ( eye_yaw, record->m_pState->goal_feet_yaw );
            data->m_index = 2 * angle_difference <= 0.0f ? 1 : -1;
        }
        else
        {
            if ( prev_record && !( ( int ) record->m_pLayers [ 12 ].m_weight * 1000.f ) && record->m_pEntity->m_vecVelocity ( ).length_2d ( ) > 0.1 &&
                ( ( int ) record->m_pLayers [ 6 ].m_weight * 1000.f ) == ( ( int ) prev_record->m_pLayers [ 6 ].m_weight * 1000.f ) ) {

                auto m_layer_delta1 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->center_layers [ 6 ].m_playback_rate );
                auto m_layer_delta2 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->left_layers [ 6 ].m_playback_rate );
                auto m_layer_delta3 = abs ( record->m_pLayers [ 6 ].m_playback_rate - record->right_layers [ 6 ].m_playback_rate );

                if ( m_layer_delta1 < m_layer_delta2
                    || m_layer_delta3 <= m_layer_delta2
                    || ( signed int ) ( float ) ( m_layer_delta2 * 1000.0 ) )
                {
                    if ( m_layer_delta1 >= m_layer_delta3
                        && m_layer_delta2 > m_layer_delta3
                        && !( signed int ) ( float ) ( m_layer_delta3 * 1000.0 ) )
                    {
                        data->m_index = 1;
                    }
                }
                else
                {
                    data->m_index = -1;
                }
            }
        }
    }

    switch ( data->m_missed_shots % 3 ) {
        case 0: //default
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * data->m_index );
        break;
        case 1: //reverse
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y + max_rotation * -data->m_index );
        break;
        case 2: //middle
        record->m_pState->goal_feet_yaw = build_server_abs_yaw ( player, record->m_angEyeAngles.y );
        break;
    }

}

float Resolver::ResolveShot ( AimPlayer* data, LagComp::LagRecord_t* record ) {
    /* fix unrestricted shot */
    float flPseudoFireYaw = math::NormalizedAngle ( math::CalcAngle ( record->m_pMatrix [ 8 ].GetOrigin ( ), g_cl.m_local->m_BoneCache ( ).m_pCachedBones [ 0 ].GetOrigin ( ) ).y );
    if ( data->m_extending ) {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 58.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y + 29.f ) ) );
        float flRightFireYawDelta = fabsf ( math::NormalizedAngle ( flPseudoFireYaw - ( record->m_angEyeAngles.y - 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
    }
}

/* setup detect side usefull things */
float get_angle ( Player* player ) {
    return math::NormalizedAngle ( player->m_angEyeAngles ( ).y );
}
float get_foword_yaw ( Player* player ) {
    return math::NormalizedAngle ( get_backward_side ( player ) - 180.f );
}

/* setup detect side */
void Resolver::setup_detect ( AimPlayer* data, Player* player, LagComp::LagRecord_t* record ) {
    /* calling detect side */
    static int side {};
    Resolver::detect_side ( player, &side );

    if ( g_cfg [ ( "aimbot_pitch_resolver" ) ].get< bool > ( ) ) {
        /* bruting vars */
        float resolve_value = 50.f;
        static float brute = 0.f;
        float fl_max_rotation = player->GetMaxBodyRotation ( );
        float fl_eye_yaw = player->m_PlayerAnimState ( )->eye_angles_y;
        float perfect_resolve_yaw = resolve_value;
        bool fl_foword = fabsf ( math::NormalizedAngle ( get_angle ( player ) - get_foword_yaw ( player ) ) ) < 90.f;
        int fl_shots = data->m_missed_shots;

        /* clamp angle */
        if ( fl_max_rotation < resolve_value ) {
            resolve_value = fl_max_rotation;
        }

        /* detect if player is using max desync angle */
        if ( data->m_extending ) {
            resolve_value = fl_max_rotation;
        }

        /* setup brting */
        if ( fl_shots == 0 ) {
            brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
        }
        else {
            switch ( data->m_missed_shots % 3 ) {
                case 0: {
                    brute = perfect_resolve_yaw * ( fl_foword ? -side : side );
                } break;
                case 1: {
                    brute = perfect_resolve_yaw * ( fl_foword ? side : -side );
                } break;
                case 2: {
                    brute = 0;
                } break;
            }
        }

        /* fix goalfeet yaw */
        player->m_PlayerAnimState ( )->goal_feet_yaw = fl_eye_yaw + brute;
    }
}
ага, написал, undercover мы не видели
 
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