bool CResolver::IsJittering(C_BasePlayer* player, std::deque<LagRecord_t>& records) {
if (records.size() < 4)
return false;
float last_eye_yaw = player->EyeAngles().y;
int static_recs = 0;
int jitter_recs = 0;
for (int i = 1; i < records.size(); i++) {
auto record = &records[i];
if (!LagCompensation->ValidRecord(record))
continue;
float current_eye_yaw = record->EyeAngles.y;
Math::AngleDiff(current_eye_yaw, last_eye_yaw) > 25.f ? jitter_recs++ : static_recs++;
last_eye_yaw = current_eye_yaw;
}
return jitter_recs > static_recs;
}