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Jan 23rd, 2020
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  1. void HandleBackUpResolve(C_BaseEntity* pEnt) { // p resolver niggers :o
  2.  
  3. if (!c_config::get().aimbot_resolver)
  4. return;
  5.  
  6. if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
  7. return;
  8.  
  9.  
  10. const auto player_animation_state = pEnt->AnimState();
  11.  
  12. if (!player_animation_state)
  13. return;
  14.  
  15. g_LagComp.StoreRecord(pEnt);
  16.  
  17. if (pEnt->GetVelocity().Length() > 0.1f || fabs(pEnt->GetVelocity().z) > 100.0f)
  18. {
  19. pEnt->AnimState()->m_flGoalFeetYaw = ApproachAngle(
  20. pEnt->AnimState()->m_flEyeYaw,
  21. pEnt->AnimState()->m_flGoalFeetYaw,
  22. ((pEnt->AnimState()->m_bOnGround * 20.0f) + 30.0f)
  23. * pEnt->AnimState()->m_flLastClientSideAnimationUpdateTime);
  24. }
  25. else
  26. {
  27. pEnt->AnimState()->m_flGoalFeetYaw = ApproachAngle(
  28. pEnt->GetLowerBodyYaw(),
  29. pEnt->AnimState()->m_flGoalFeetYaw,
  30. pEnt->AnimState()->m_flLastClientSideAnimationUpdateTime * 100.0f);
  31. }
  32.  
  33. float eye_goalfeet_delta = (pEnt->AnimState()->m_flEyeYaw - pEnt->AnimState()->m_flGoalFeetYaw, 360.0f);
  34.  
  35. switch (Globals::MissedShots[pEnt->EntIndex()] > 2)
  36. {
  37. case 1:
  38. pEnt->AnimState()->m_flGoalFeetYaw = pEnt->AnimState()->m_flEyeYaw, 360.0f;
  39. break;
  40. case 2:
  41. eye_goalfeet_delta * 58.0f;
  42. break;
  43. case 3:
  44. eye_goalfeet_delta * -58.0f;
  45. break;
  46. }
  47. }
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