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Skeet tapping resolver pls dont leak to a forum

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Aug 1st, 2017
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  117. #include "BackTracking.h"
  118. // perfect resolver skeet tapping
  119. bool backtrackthis;
  120. int velocity;
  121. #define lerpticks rand() / 420 / velocity - 420 * 0
  122.  
  123. class pEntity
  124. {
  125. public:
  126. int ViewAngles;
  127. int Velocity;
  128. int LBY;
  129. int EyeAngles;
  130. bool InAir;
  131. bool Forceatek;
  132. int tickcount;
  133. };
  134.  
  135. void BackTrack()
  136. {
  137. pEntity* pLocal;
  138. pEntity* player;
  139. player->tickcount = player->Velocity / lerpticks * 0 + 420 - player->ViewAngles;
  140. }
  141.  
  142. bool Baim;
  143. bool HsOnly;
  144. int BruteForce;
  145. bool lbyexposed;
  146. bool abouttoland;
  147. int OldAngles;
  148.  
  149. namespace Menu
  150. {
  151. namespace Vars
  152. {
  153. bool BruteForce;
  154. }
  155. }
  156. bool onground;
  157. bool lbybroken;
  158.  
  159. void dab()
  160. {
  161. pEntity* pLocal;
  162. pEntity* player;
  163. BackTrack();
  164. //
  165. if (player->InAir && !HsOnly) // if the ent is in air and its not hs only
  166. {
  167. Baim = true;
  168. }
  169. else if (player->InAir && HsOnly)
  170. {
  171. if (Menu::Vars::BruteForce)
  172. {
  173. BruteForce = true;
  174. }
  175. else
  176. {
  177. if (abouttoland) // about to land reached peak of jump
  178. {
  179. Sleep(2); // wait 2 seconds so they hit the ground and lby updates
  180. pLocal->Forceatek = true; // fire
  181. }
  182. }
  183. }
  184. else
  185. {
  186. onground = true;
  187. }
  188.  
  189. if (onground)
  190. {
  191. if (player->Velocity > 0)
  192. {
  193. player->EyeAngles = player->LBY;
  194. }
  195. else
  196. {
  197. lbybroken = true;
  198. }
  199.  
  200. if (lbybroken)
  201. {
  202. if (Menu::Vars::BruteForce)
  203. {
  204. BruteForce = true;
  205. }
  206. else
  207. {
  208. Sleep(1.1);
  209. lbyexposed = true;
  210. player->EyeAngles = OldAngles;
  211. }
  212. }
  213.  
  214. if (lbyexposed)
  215. {
  216. pLocal->Forceatek = true;
  217. }
  218. else
  219. {
  220. int delta = player->ViewAngles - player->LBY;
  221. if (delta > 29)
  222. {
  223. bool lbybroken;
  224. lbybroken = true;
  225. }
  226.  
  227. if (lbybroken)
  228. player->ViewAngles = player->ViewAngles + delta;
  229. }
  230. }
  231. }
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