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Dec 7th, 2019
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  1. void HandleBackUpResolve(C_BaseEntity* pEnt) {
  2.  
  3. if (!c_config::get().aimbot_resolver)
  4. return;
  5.  
  6. if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
  7. return;
  8.  
  9. auto animstate = pEnt->AnimState();
  10. if (animstate) {
  11. auto v9 = animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime;
  12. auto speedfraction = 0.0;
  13. if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0)
  14. speedfraction = 0.0;
  15. else
  16. speedfraction = animstate->m_flFeetSpeedForwardsOrSideWays;
  17. auto v2 = (*animstate->pad * -0.30000001 - 0.19999999) * speedfraction;
  18. auto v18 = v2;
  19. auto v3 = v2 + 1.0;
  20. auto v23 = v3;
  21. if (animstate->m_fDuckAmount > 0.0) {
  22. auto v29 = 0.0;
  23. if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0)
  24. v29 = 0.0;
  25. else
  26. v29 = animstate->m_flFeetSpeedUnknownForwardOrSideways;
  27. }
  28.  
  29. auto localplayer = Globals::LocalPlayer;
  30. if (localplayer) {
  31. for (auto i = 0; i <= (g_pGlobalVars->maxClients); i++) {
  32. auto player = g_pEntityList->GetClientEntity(i);
  33. if (player && player->IsAlive()) {
  34. auto v28 = player->GetEyeAngles().y == 0.0 ? -58 : 58;
  35. if (v28)
  36. return;
  37. auto v27 = player->GetEyeAngles().y == 0.0 ? -89 : 89;
  38. if (v27)
  39. return;
  40. auto v26 = player->GetEyeAngles().y == 0.0 ? -79 : 79;
  41. if (v26)
  42. return;
  43. auto v25 = player->GetEyeAngles().y == 0.0 ? -125 : 125;
  44. if (v25)
  45. return;
  46. auto v24 = player->GetEyeAngles().y == 0.0 ? -78 : 78;
  47. if (v24)
  48. return;
  49. }
  50. }
  51.  
  52. auto v8 = 0;
  53. auto v7 = 0;
  54. C_BaseEntity* Entity;
  55. for (auto a2a = 0; a2a < Entity->GetNumAnimOverlays(); ++a2a) {
  56. auto v32 = localplayer->GetAnimOverlay4(a2a);
  57. if (v32 && localplayer->GetSequence() == 979 && v32 + 44 != v32 + 28)
  58. auto v6 = localplayer->GetLowerBodyYaw();
  59. }
  60.  
  61. auto anim_state = localplayer->AnimStatev2();
  62. auto v20 = anim_state->velocity_subtract_z * v23;
  63. auto a1 = anim_state->velocity_subtract_y * v23;
  64. auto v30 = 0.0;
  65. auto eye_angles_y = anim_state->eye_angles_y;
  66. auto goal_feet_yaw = anim_state->goal_feet_yaw;
  67. auto v22 = eye_angles_y - goal_feet_yaw;
  68. if (v20 < v22) {
  69. auto v11 = v20;
  70. v30 = eye_angles_y - v11;
  71. }
  72. else if (a1 > v22) {
  73. auto v12 = a1;
  74. v30 = v12 + eye_angles_y;
  75. }
  76. auto v36 = std::fmodf(v30, 360.0);
  77. if (v36 > 180.0)
  78. v36 = v36 - 360.0;
  79. if (v36 < 180.0)
  80. v36 = v36 + 360.0;
  81. anim_state->goal_feet_yaw = v36;
  82. auto misses = Globals::MissedShots[localplayer->EntIndex()];
  83. if (misses > 2) {
  84. auto v19 = Globals::MissedShots[localplayer->EntIndex()] % 4;
  85. switch (v19)
  86. {
  87. case 0:
  88. anim_state->goal_feet_yaw = anim_state->goal_feet_yaw + 45.0;
  89. break;
  90. case 1:
  91. anim_state->goal_feet_yaw = anim_state->goal_feet_yaw - 45.0;
  92. break;
  93. case 2:
  94. anim_state->goal_feet_yaw = anim_state->goal_feet_yaw - 30.0;
  95. break;
  96. case 3:
  97. anim_state->goal_feet_yaw = anim_state->goal_feet_yaw + 30.0;
  98. default:
  99. return;
  100. }
  101. }
  102. }
  103. }
  104. }
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