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- #include "BackTracking.h"
- // perfect resolver skeet tapping
- bool backtrackthis;
- int velocity;
- #define lerpticks rand() / 420 / velocity - 420 * 0
- class pEntity
- {
- public:
- int ViewAngles;
- int Velocity;
- int LBY;
- int EyeAngles;
- bool InAir;
- bool Forceatek;
- int tickcount;
- };
- void BackTrack()
- {
- pEntity* pLocal;
- pEntity* player;
- player->tickcount = player->Velocity / lerpticks * 0 + 420 - player->ViewAngles;
- }
- bool Baim;
- bool HsOnly;
- int BruteForce;
- bool lbyexposed;
- bool abouttoland;
- int OldAngles;
- namespace Menu
- {
- namespace Vars
- {
- bool BruteForce;
- }
- }
- bool onground;
- bool lbybroken;
- void dab()
- {
- pEntity* pLocal;
- pEntity* player;
- BackTrack();
- //
- if (player->InAir && !HsOnly) // if the ent is in air and its not hs only
- {
- Baim = true;
- }
- else if (player->InAir && HsOnly)
- {
- if (Menu::Vars::BruteForce)
- {
- BruteForce = true;
- }
- else
- {
- if (abouttoland) // about to land reached peak of jump
- {
- Sleep(2); // wait 2 seconds so they hit the ground and lby updates
- pLocal->Forceatek = true; // fire
- }
- }
- }
- else
- {
- onground = true;
- }
- if (onground)
- {
- if (player->Velocity > 0)
- {
- player->EyeAngles = player->LBY;
- }
- else
- {
- lbybroken = true;
- }
- if (lbybroken)
- {
- if (Menu::Vars::BruteForce)
- {
- BruteForce = true;
- }
- else
- {
- Sleep(1.1);
- lbyexposed = true;
- player->EyeAngles = OldAngles;
- }
- }
- if (lbyexposed)
- {
- pLocal->Forceatek = true;
- }
- else
- {
- int delta = player->ViewAngles - player->LBY;
- if (delta > 29)
- {
- bool lbybroken;
- lbybroken = true;
- }
- if (lbybroken)
- player->ViewAngles = player->ViewAngles + delta;
- }
- }
- }
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