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  1. void CResolver::nospread_resolve( sdk::CBaseEntity* player, int entID ) //gay but very effective reversed aw air resolver
  2. {
  3. auto local_player = ctx::client_ent_list->GetClientEntity( ctx::engine->GetLocalPlayer( ) );
  4.  
  5. if ( !local_player )
  6. return;
  7.  
  8. Vector local_position = local_player->GetVecOrigin( ) + local_player->GetViewOffset( );
  9.  
  10. float atTargetAngle = UTILS::CalcAngle( local_player->GetHealth( ) <= 0 ? local_player->GetVecOrigin( ) : local_position, player->GetVecOrigin( ) ).y;
  11. Vector velocityAngle;
  12. MATH::VectorAngles( player->GetVelocity( ), velocityAngle );
  13.  
  14. float primaryBaseAngle = player->GetLowerBodyYaw( );
  15. float secondaryBaseAngle = velocityAngle.y;
  16.  
  17. if (!IsFakeWalking(player) && player->GetVelocity().Length() > 45)
  18. {
  19. player->EasyEyeAngles()->yaw = player->GetLowerBodyYaw();
  20. }
  21. if (IsFakeWalking(player))
  22. {
  23. player->EasyEyeAngles()->yaw = (velocityAngle.y - 180.f);
  24. }
  25.  
  26. switch ( ( shots_missed [ entID ] ) % 14 ) {
  27. case 0:
  28. player->EasyEyeAngles( )->yaw = atTargetAngle + 180.f;
  29. break;
  30. case 1:
  31. player->EasyEyeAngles( )->yaw = velocityAngle.y + 180.f;
  32. break;
  33. case 2:
  34. player->EasyEyeAngles( )->yaw = primaryBaseAngle;
  35. break;
  36. case 3:
  37. player->EasyEyeAngles( )->yaw = primaryBaseAngle - 45.f;
  38. break;
  39. case 4:
  40. player->EasyEyeAngles( )->yaw = primaryBaseAngle + 45.f;
  41. break;
  42. case 5:
  43. player->EasyEyeAngles( )->yaw = primaryBaseAngle - 125.f;
  44. break;
  45. case 6:
  46. player->EasyEyeAngles( )->yaw = primaryBaseAngle + 125.f;
  47. break;
  48. case 7:
  49. player->EasyEyeAngles( )->yaw = secondaryBaseAngle;
  50. break;
  51. case 8:
  52. player->EasyEyeAngles( )->yaw = secondaryBaseAngle - 180.f;
  53. break;
  54. case 9:
  55. player->EasyEyeAngles( )->yaw = secondaryBaseAngle - 90.f;
  56. break;
  57. case 10:
  58. player->EasyEyeAngles( )->yaw = secondaryBaseAngle + 90.f;
  59. break;
  60. case 11:
  61. player->EasyEyeAngles( )->yaw = secondaryBaseAngle - 180.f;
  62. break;
  63. case 12:
  64. player->EasyEyeAngles( )->yaw = primaryBaseAngle + 75.f;
  65. break;
  66. case 13:
  67. player->EasyEyeAngles( )->yaw = primaryBaseAngle + 150.f;
  68. break;
  69. case 14:
  70. player->EasyEyeAngles( )->yaw = primaryBaseAngle - 125.f;
  71. break;
  72. }
  73. }
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