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  1.  
  2. void angle_correction::resolve_mirror_primary(IClientEntity * player)
  3. {
  4.  
  5. float moving_lby[65] = { FLT_MAX };
  6. float delta[65] = { FLT_MAX };
  7. float old_lby[65] = { FLT_MAX };
  8. float update_time[65] = { FLT_MAX };
  9. float original_lby[65] = { FLT_MAX };
  10. bool lby_flick[65] = { false };
  11. bool fake = false;
  12. bool did_move[65] = { false };
  13.  
  14. bool is_moving = player->getvelocity().Length2D() > 0.1f && (player->GetFlags() & FL_ONGROUND);
  15.  
  16. const auto animation = player->get_animation_state();
  17.  
  18. if (!animation)
  19. return;
  20.  
  21. if (player->get_choked_ticks() < 1)
  22. return;
  23.  
  24. if ((!delta_35(player->GetEyeAnglesXY()->y, player->GetLowerBodyYaw()) && Globals::missedshots[player->GetIndex()] > 3))
  25. {
  26. resolver->enemy_fake[player->GetIndex()] = true;
  27. fake = true;
  28. }
  29. else
  30. {
  31. resolver->enemy_fake[player->GetIndex()] = false;
  32. fake = false;
  33. }
  34.  
  35. if (delta_35(player->GetEyeAnglesXY()->y, player->GetLowerBodyYaw()) && ragebot->valid_hitchance && player->getvelocity().Length2D())
  36. {
  37. resolver->has_desync[player->GetIndex()] = true;
  38. }
  39. else
  40. resolver->has_desync[player->GetIndex()] = false;
  41.  
  42. if (is_moving)
  43. {
  44. if (moving_lby[player->GetIndex()] != player->GetLowerBodyYaw())
  45. moving_lby[player->GetIndex()] = player->GetLowerBodyYaw();
  46.  
  47. old_lby[player->GetIndex()] = player->GetLowerBodyYaw();
  48. did_move[player->GetIndex()] = true;
  49. }
  50.  
  51.  
  52. if (player->getvelocity().Length2D() < 1.1f && (player->GetFlags() & FL_ONGROUND))
  53. {
  54. if (original_lby[player->GetIndex()] == FLT_MAX)
  55. {
  56. original_lby[player->GetIndex()] = player->GetLowerBodyYaw();
  57. }
  58.  
  59. if (old_lby[player->GetIndex()] != player->GetLowerBodyYaw())
  60. {
  61. delta[player->GetIndex()] = old_lby[player->GetIndex()] - player->GetLowerBodyYaw();
  62. lby_flick[player->GetIndex()] = true;
  63. old_lby[player->GetIndex()] = player->GetLowerBodyYaw();
  64. }
  65. }
  66. else
  67. {
  68. if (original_lby[player->GetIndex()] != player->GetLowerBodyYaw())
  69. original_lby[player->GetIndex()] = player->GetLowerBodyYaw();
  70. }
  71.  
  72. #pragma region i want to die.
  73.  
  74. if (player->getvelocity().Length2D() < 1.1f && (delta[player->GetIndex()] < 160 && delta[player->GetIndex()] > -160))
  75. {
  76. if (breaking_lby_animations(player))
  77. {
  78. if (lby_flick[player->GetIndex()])
  79. {
  80. player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
  81. }
  82.  
  83. if (Globals::missedshots[player->GetIndex()] < 2)
  84. {
  85. player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - delta[player->GetIndex()];
  86. }
  87.  
  88. else
  89. {
  90. player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
  91. }
  92. }
  93.  
  94. else if (solve_desync_simple(player)) // experimental. Low delta lby break related animations.
  95. {
  96. // if ((delta[player->GetIndex()] < 120.f && delta[player->GetIndex()] >= 90.f) || (delta[player->GetIndex()] > -120.f && delta[player->GetIndex()] <= -90.f))
  97. {
  98. if (Globals::missedshots[player->GetIndex()] < 2)
  99. {
  100. player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
  101. }
  102.  
  103. if (Globals::missedshots[player->GetIndex()] >= 2)
  104. {
  105. player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - delta[player->GetIndex()];
  106. }
  107. }
  108. /*
  109. else
  110. {
  111. switch (Globals::missedshots[player->GetIndex()])
  112. {
  113. //skip the first
  114. case 1: player->GetEyeAnglesXY()->y -= 30.f;
  115. break;
  116. case 2: player->GetEyeAnglesXY()->y += 50.f;
  117. break;
  118. case 3: player->GetEyeAnglesXY()->y -= 29.f;
  119. break;
  120. case 4: player->GetEyeAnglesXY()->y -= delta[player->GetIndex()];
  121. break;
  122. case 5: player->GetEyeAnglesXY()->y -= 50.f;
  123. break;
  124. // skip the sixth
  125. }
  126. }
  127. */
  128. }
  129.  
  130. else
  131. {
  132. switch (Globals::missedshots[player->GetIndex()])
  133. {
  134. //skip the first
  135. case 1: player->GetEyeAnglesXY()->y -= 29.f;
  136. break;
  137. case 2: player->GetEyeAnglesXY()->y += 50.f;
  138. break;
  139. case 3: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
  140. break;
  141. case 4: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - 110.f;
  142. break;
  143. case 5: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() + 30.f;
  144. break;
  145. case 6: player->GetEyeAnglesXY()->y -= 40.f;
  146. break;
  147. }
  148. }
  149. }
  150.  
  151. else
  152. {
  153.  
  154. for (size_t i = 0; i < player->GetNumAnimOverlays(); i++)
  155. {
  156. auto layer = player->get_anim_overlay_index(i);
  157.  
  158. if (!layer)
  159. continue;
  160.  
  161. if (player->get_sequence_act(layer->m_nSequence) == 979 && player->get_sequence_act(layer->m_nSequence) != 981)
  162. {
  163. player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - (player->GetLowerBodyYaw() - old_lby[player->GetIndex()]) + (Globals::missedshots[player->GetIndex()] < 2 ? 20 : -20.f);
  164. }
  165. else
  166. {
  167. switch (Globals::missedshots[player->GetIndex()] % 7)
  168. {
  169. case 0: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
  170. break;
  171. case 1: player->GetEyeAnglesXY()->y -= 34.f;
  172. break;
  173. case 2: player->GetEyeAnglesXY()->y += 40.f;
  174. break;
  175. case 3: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - 19;
  176. break;
  177. case 4: player->GetEyeAnglesXY()->y -= max_delta(player, animation);
  178. break;
  179. case 5: player->GetEyeAnglesXY()->y += 30.f;
  180. break;
  181. case 6: player->GetEyeAnglesXY()->y -= 20.f;
  182. break;
  183. case 7: player->GetEyeAnglesXY()->y -= 35.f;
  184. break;
  185. // default: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw(); // because when moving, the :b:sync is based off lby
  186. }
  187. }
  188. }
  189.  
  190. }
  191.  
  192. }
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