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  1. #pragma once
  2.  
  3. namespace SDK
  4. {
  5. class CUserCmd;
  6. class CBaseEntity;
  7. class CBaseWeapon;
  8. }
  9.  
  10. struct Info
  11. {
  12. Info() {}
  13.  
  14. SDK::CAnimationLayer backup_layer, prev_layer;
  15. Vector last_lby, inverse, inverse_right, inverse_left, lby, back, left, right, backtrack, wideright, wideleft, forwards;
  16. float stored_simtime, last_move_time, pre_anim_lby;
  17. int last_ammo;
  18. bool breaking_lby, reset_state, could_be_faking;
  19. std::vector<float> unresolved_yaw, lby_deltas;
  20.  
  21. bool lby_changed;
  22. bool could_be_slowmo;
  23. bool is_moving;
  24. bool is_jumping;
  25. bool is_crouching;
  26. bool lby_updated;
  27. bool using_fake_angles;
  28. float last_moving_lby;
  29. float stored_lby;
  30. float next_lby_update_time;
  31. int stored_missed;
  32. };
  33.  
  34. extern double PlistArray[102][200];
  35.  
  36. class CPlayer
  37. {
  38. public:
  39. void Add_Player(SDK::CBaseEntity *Ent)
  40. {
  41. entity = Ent;
  42. if (!entity)
  43. index = -1;
  44. else
  45. index = entity->GetIndex();
  46. INTERFACES::Engine->GetPlayerInfo(index, info);
  47. name = info->name;
  48. is_valid_player = true;
  49. }
  50.  
  51. void Reset_Player()
  52. {
  53. is_valid_player = false;
  54. name = "unamed";
  55. selected = false;
  56. resolver_data.last_hit_angle = Vector(0, 0, 0);
  57. resolver_data.has_hit_angle = false;
  58. resolver_data.missed_shots = 0;
  59. resolver_data.shots = 0;
  60. resolver_data.time_at_update = 0;
  61. resolver_data.stored_lby = 0;
  62. resolver_data.temp = 0;
  63. resolver_data.old_lowerbody_yaws = 0;
  64. resolver_data.resolved_yaw = 0;
  65. resolver_data.old_yaw_deltas = 0;
  66. resolver_data.newer_stored_lby = 0;
  67. resolver_data.stored_lby_two = 0;
  68. resolver_data.lowerbody_is_updated = false;
  69. possible_spinspeed = 0;
  70. dormancy_data.initialized = false;
  71. dormancy_data.last_health = 0;
  72. dormancy_data.last_armor = 0;
  73. dormancy_data.last_ammo = 0;
  74. dormancy_data.last_team = 0;
  75. dormancy_data.last_visible = false;
  76.  
  77. last_origin = Vector(0, 0, 0);
  78.  
  79. Priority = false;
  80. Friendly = false;
  81. PreferBodyAim = false;
  82. ForcePitch = false;
  83. ForcePitch_Pitch = 0;
  84. ForceYaw = false;
  85. ForceYaw_Yaw = 0;
  86.  
  87. aimbot_bone = 0;
  88.  
  89. if (index != -1) {
  90. for (int i = 0; i < 199; i++)
  91. {
  92. PlistArray[index][i] = 0;
  93. }
  94. }
  95. index = -1;
  96. }
  97. public:
  98. int index = -1;
  99. SDK::CBaseEntity* entity;
  100. SDK::player_info_t* info = new SDK::player_info_t;
  101. char* name = "unamed";
  102. bool is_valid_player = true;
  103. bool selected = false;
  104. float possible_spinspeed = 0;
  105. class DormanyData
  106. {
  107. public:
  108. float last_health = 0;
  109. float last_armor = 0;
  110. Vector last_min;
  111. Vector last_max;
  112. Vector last_origin;
  113. SDK::CBaseWeapon* last_weapon;
  114. int last_ammo = 0;
  115. int last_team = 0;
  116. bool last_visible = false;
  117. bool initialized = true;
  118. };
  119. DormanyData dormancy_data;
  120.  
  121. class ResolverData
  122. {
  123. public:
  124. Vector last_hit_angle = Vector(0, 0, 0);
  125. bool has_hit_angle = false;
  126. int missed_shots = 0;
  127. int shots = 0;
  128. float time_at_update;
  129. float stored_lby;
  130. float temp;
  131. float old_lowerbody_yaws;
  132. float resolved_yaw;
  133. float old_yaw_deltas;
  134. float newer_stored_lby;
  135. float stored_lby_two;
  136. bool lowerbody_is_updated;
  137. };
  138. ResolverData resolver_data;
  139.  
  140. Vector last_origin = Vector(0, 0, 0);
  141.  
  142. bool Priority = false;
  143. bool Friendly = false;
  144. bool PreferBodyAim = false;
  145. bool ForcePitch = false;
  146. int ForcePitch_Pitch = 0;
  147. bool ForceYaw = false;
  148. int ForceYaw_Yaw = 0;
  149.  
  150. int aimbot_bone = 0;
  151. };
  152.  
  153. class CPlist
  154. {
  155. private:
  156. CPlayer Players[100];
  157. public:
  158.  
  159. CPlayer * get_player(int i)
  160. {
  161. return &Players[i];
  162. }
  163. };
  164. extern CPlist plist;
  165. class CResolver
  166. {
  167. public:
  168. Info player_info[65];
  169. void record(SDK::CBaseEntity * entity, float new_yaw);
  170. void resolve(SDK::CBaseEntity* entity);
  171. };
  172.  
  173. extern CResolver* resolver;
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