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Apr 23rd, 2017
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  1. #include "Resolver.h"
  2.  
  3. int Globals::Shots = 0;
  4. bool Globals::change;
  5. CUserCmd* Globals::UserCmd;
  6. int Globals::TargetID;
  7. IClientEntity* Globals::Target;
  8.  
  9. void R::Resolve()
  10. {
  11. IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
  12.  
  13. for (int i = 0; i < Interfaces::Engine->GetMaxClients(); ++i)
  14. {
  15. IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
  16.  
  17. if (!pEntity || pEntity->IsDormant() || !pEntity->IsAlive())
  18. continue;
  19.  
  20. if (pEntity->GetTeamNum() == pLocal->GetTeamNum() || !pLocal->IsAlive())
  21. continue;
  22.  
  23. Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
  24.  
  25. if (Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 1 || Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 2)
  26. {
  27. if (pEntity != Globals::Target) continue;
  28.  
  29. Vector AimAngle;
  30. CalcAngleYawOnly(pEntity->GetEyePosition(), pLocal->GetAbsOrigin2(), AimAngle);
  31. NormalizeVector(AimAngle);
  32. static float StoredYaw = 0;
  33. static bool bLowerBodyIsUpdated = false;
  34. if (pEntity->GetLowerBodyYaw() != StoredYaw) bLowerBodyIsUpdated = true;
  35. else bLowerBodyIsUpdated = false;
  36. if (bLowerBodyIsUpdated) StoredYaw = pEntity->GetLowerBodyYaw();
  37. if (pEntity->GetFlags() & FL_ONGROUND && pEntity->GetVelocity().Length2D() != 0) eyeAngles->y = pEntity->GetLowerBodyYaw();
  38. else
  39. {
  40. if (Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 1 || Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 2)
  41. {
  42. int num = Globals::Shots % 5;
  43. switch (num) {
  44. case 0:eyeAngles->y = AimAngle.y - 0; break;
  45. case 1:eyeAngles->y = AimAngle.y - 15; break;
  46. case 2:eyeAngles->y = AimAngle.y + 40; break;
  47. case 3:eyeAngles->y = AimAngle.y - 40; break;
  48. case 4:eyeAngles->y = AimAngle.y + 15; break;
  49. }
  50. }
  51. if (Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 3 && eyeAngles->y != pEntity->GetLowerBodyYaw())
  52. {
  53. int num = Globals::Shots % 9;
  54. switch (num) {
  55. case 0:eyeAngles->y = AimAngle.y - 0; break;
  56. case 1:eyeAngles->y = AimAngle.y + 45; break;
  57. case 2:eyeAngles->y = AimAngle.y + 90; break;
  58. case 3:eyeAngles->y = AimAngle.y + 135; break;
  59. case 4:eyeAngles->y = AimAngle.y + 180; break;
  60. case 5:eyeAngles->y = AimAngle.y + 225; break;
  61. case 6:eyeAngles->y = AimAngle.y + 270; break;
  62. case 7:eyeAngles->y = AimAngle.y + 315; break;
  63. case 8:eyeAngles->y = AimAngle.y + 360; break;
  64. }
  65. }
  66. }
  67.  
  68. if (Menu::Window.RageBotTab.AccuracyResolver.GetIndex() == 2) //pitch
  69. {
  70. std::string strPitch = std::to_string(eyeAngles->x);
  71.  
  72. if (eyeAngles->x < -179.f) eyeAngles->x += 360.f;
  73. else if (eyeAngles->x > 90.0 || eyeAngles->x < -90.0) eyeAngles->x = 89.f;
  74. else if (eyeAngles->x > 89.0 && eyeAngles->x < 91.0) eyeAngles->x -= 90.f;
  75. else if (eyeAngles->x > 179.0 && eyeAngles->x < 181.0) eyeAngles->x -= 180;
  76. else if (eyeAngles->x > -179.0 && eyeAngles->x < -181.0) eyeAngles->x += 180;
  77. else if (fabs(eyeAngles->x) == 0) eyeAngles->x = std::copysign(89.0f, eyeAngles->x);
  78. }
  79. }
  80. }
  81. }
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