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- void angle_correction::resolve_mirror_primary(IClientEntity * player)
- {
- float moving_lby[65] = { FLT_MAX };
- float delta[65] = { FLT_MAX };
- float old_lby[65] = { FLT_MAX };
- float update_time[65] = { FLT_MAX };
- float original_lby[65] = { FLT_MAX };
- bool lby_flick[65] = { false };
- bool fake = false;
- bool did_move[65] = { false };
- bool is_moving = player->getvelocity().Length2D() > 0.1f && (player->GetFlags() & FL_ONGROUND);
- const auto animation = player->get_animation_state();
- if (!animation)
- return;
- if (player->get_choked_ticks() < 1)
- return;
- if ((!delta_35(player->GetEyeAnglesXY()->y, player->GetLowerBodyYaw()) && Globals::missedshots[player->GetIndex()] > 3))
- {
- resolver->enemy_fake[player->GetIndex()] = true;
- fake = true;
- }
- else
- {
- resolver->enemy_fake[player->GetIndex()] = false;
- fake = false;
- }
- if (delta_35(player->GetEyeAnglesXY()->y, player->GetLowerBodyYaw()) && ragebot->valid_hitchance && player->getvelocity().Length2D())
- {
- resolver->has_desync[player->GetIndex()] = true;
- }
- else
- resolver->has_desync[player->GetIndex()] = false;
- if (is_moving)
- {
- if (moving_lby[player->GetIndex()] != player->GetLowerBodyYaw())
- moving_lby[player->GetIndex()] = player->GetLowerBodyYaw();
- old_lby[player->GetIndex()] = player->GetLowerBodyYaw();
- did_move[player->GetIndex()] = true;
- }
- if (player->getvelocity().Length2D() < 1.1f && (player->GetFlags() & FL_ONGROUND))
- {
- if (original_lby[player->GetIndex()] == FLT_MAX)
- {
- original_lby[player->GetIndex()] = player->GetLowerBodyYaw();
- }
- if (old_lby[player->GetIndex()] != player->GetLowerBodyYaw())
- {
- delta[player->GetIndex()] = old_lby[player->GetIndex()] - player->GetLowerBodyYaw();
- lby_flick[player->GetIndex()] = true;
- old_lby[player->GetIndex()] = player->GetLowerBodyYaw();
- }
- }
- else
- {
- if (original_lby[player->GetIndex()] != player->GetLowerBodyYaw())
- original_lby[player->GetIndex()] = player->GetLowerBodyYaw();
- }
- #pragma region i want to die.
- if (player->getvelocity().Length2D() < 1.1f && (delta[player->GetIndex()] < 160 && delta[player->GetIndex()] > -160))
- {
- if (breaking_lby_animations(player))
- {
- if (lby_flick[player->GetIndex()])
- {
- player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
- }
- if (Globals::missedshots[player->GetIndex()] < 2)
- {
- player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - delta[player->GetIndex()];
- }
- else
- {
- player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
- }
- }
- else if (solve_desync_simple(player)) // experimental. Low delta lby break related animations.
- {
- // if ((delta[player->GetIndex()] < 120.f && delta[player->GetIndex()] >= 90.f) || (delta[player->GetIndex()] > -120.f && delta[player->GetIndex()] <= -90.f))
- {
- if (Globals::missedshots[player->GetIndex()] < 2)
- {
- player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
- }
- if (Globals::missedshots[player->GetIndex()] >= 2)
- {
- player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - delta[player->GetIndex()];
- }
- }
- /*
- else
- {
- switch (Globals::missedshots[player->GetIndex()])
- {
- //skip the first
- case 1: player->GetEyeAnglesXY()->y -= 30.f;
- break;
- case 2: player->GetEyeAnglesXY()->y += 50.f;
- break;
- case 3: player->GetEyeAnglesXY()->y -= 29.f;
- break;
- case 4: player->GetEyeAnglesXY()->y -= delta[player->GetIndex()];
- break;
- case 5: player->GetEyeAnglesXY()->y -= 50.f;
- break;
- // skip the sixth
- }
- }
- */
- }
- else
- {
- switch (Globals::missedshots[player->GetIndex()])
- {
- //skip the first
- case 1: player->GetEyeAnglesXY()->y -= 29.f;
- break;
- case 2: player->GetEyeAnglesXY()->y += 50.f;
- break;
- case 3: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
- break;
- case 4: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - 110.f;
- break;
- case 5: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() + 30.f;
- break;
- case 6: player->GetEyeAnglesXY()->y -= 40.f;
- break;
- }
- }
- }
- else
- {
- for (size_t i = 0; i < player->GetNumAnimOverlays(); i++)
- {
- auto layer = player->get_anim_overlay_index(i);
- if (!layer)
- continue;
- if (player->get_sequence_act(layer->m_nSequence) == 979 && player->get_sequence_act(layer->m_nSequence) != 981)
- {
- player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - (player->GetLowerBodyYaw() - old_lby[player->GetIndex()]) + (Globals::missedshots[player->GetIndex()] < 2 ? 20 : -20.f);
- }
- else
- {
- switch (Globals::missedshots[player->GetIndex()] % 7)
- {
- case 0: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw();
- break;
- case 1: player->GetEyeAnglesXY()->y -= 34.f;
- break;
- case 2: player->GetEyeAnglesXY()->y += 40.f;
- break;
- case 3: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw() - 19;
- break;
- case 4: player->GetEyeAnglesXY()->y -= max_delta(player, animation);
- break;
- case 5: player->GetEyeAnglesXY()->y += 30.f;
- break;
- case 6: player->GetEyeAnglesXY()->y -= 20.f;
- break;
- case 7: player->GetEyeAnglesXY()->y -= 35.f;
- break;
- // default: player->GetEyeAnglesXY()->y = player->GetLowerBodyYaw(); // because when moving, the :b:sync is based off lby
- }
- }
- }
- }
- }
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