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- void CResolver::nospread_resolve( sdk::CBaseEntity* player, int entID ) //gay but very effective reversed aw air resolver
- {
- auto local_player = ctx::client_ent_list->GetClientEntity( ctx::engine->GetLocalPlayer( ) );
- if ( !local_player )
- return;
- Vector local_position = local_player->GetVecOrigin( ) + local_player->GetViewOffset( );
- float atTargetAngle = UTILS::CalcAngle( local_player->GetHealth( ) <= 0 ? local_player->GetVecOrigin( ) : local_position, player->GetVecOrigin( ) ).y;
- Vector velocityAngle;
- MATH::VectorAngles( player->GetVelocity( ), velocityAngle );
- float primaryBaseAngle = player->GetLowerBodyYaw( );
- float secondaryBaseAngle = velocityAngle.y;
- if (!IsFakeWalking(player) && player->GetVelocity().Length() > 45)
- {
- player->EasyEyeAngles()->yaw = player->GetLowerBodyYaw();
- }
- if (IsFakeWalking(player))
- {
- player->EasyEyeAngles()->yaw = (velocityAngle.y - 180.f);
- }
- switch ( ( shots_missed [ entID ] ) % 14 ) {
- case 0:
- player->EasyEyeAngles( )->yaw = atTargetAngle + 180.f;
- break;
- case 1:
- player->EasyEyeAngles( )->yaw = velocityAngle.y + 180.f;
- break;
- case 2:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle;
- break;
- case 3:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle - 45.f;
- break;
- case 4:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle + 45.f;
- break;
- case 5:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle - 125.f;
- break;
- case 6:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle + 125.f;
- break;
- case 7:
- player->EasyEyeAngles( )->yaw = secondaryBaseAngle;
- break;
- case 8:
- player->EasyEyeAngles( )->yaw = secondaryBaseAngle - 180.f;
- break;
- case 9:
- player->EasyEyeAngles( )->yaw = secondaryBaseAngle - 90.f;
- break;
- case 10:
- player->EasyEyeAngles( )->yaw = secondaryBaseAngle + 90.f;
- break;
- case 11:
- player->EasyEyeAngles( )->yaw = secondaryBaseAngle - 180.f;
- break;
- case 12:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle + 75.f;
- break;
- case 13:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle + 150.f;
- break;
- case 14:
- player->EasyEyeAngles( )->yaw = primaryBaseAngle - 125.f;
- break;
- }
- }
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