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  1. #pragma once
  2. #include "HookIncludes.h"
  3.  
  4.  
  5. int GetEstimatedServerTickCount(float latency)
  6. {
  7.     return (int)floorf(float((float)((float)(latency) / (float)((uintptr_t)&g_Globals->interval_per_tick)) + 0.5) + 1 + (int)((uintptr_t)&g_Globals->tickcount));
  8. }
  9.  
  10. float NormalizeYaw(float value)
  11. {
  12.     while (value > 180)
  13.         value -= 360.f;
  14.  
  15.     while (value < -180)
  16.         value += 360.f;
  17.     return value;
  18. }
  19.  
  20. namespace Globals
  21. {
  22.     int Shots;
  23.     int missedshots;
  24.     float RealAngle;
  25.     float FakeAngle;
  26.     Vector AimPoint;
  27.     bool shouldflip;
  28.     bool ySwitch;
  29.     float NextTime;
  30.     int resolvemode = 1;
  31.     int LBYState;
  32.     float fakeAngle;
  33.     float OldSimulationTime[65];
  34.     bool error;
  35. }
  36.  
  37. /*void Resolver3()
  38. {
  39. C_BaseEntity *pLocal = g_EntityList->GetClientEntity(g_Engine->GetLocalPlayer());
  40.  
  41. for (auto i = 0; i < g_EntityList->GetHighestEntityIndex(); i++)
  42. {
  43. C_BaseEntity* pEnt = g_EntityList->GetClientEntity(i);
  44. if (!pEnt) continue;
  45.  
  46. if ((pEnt == pLocal)) continue;
  47.  
  48. if (pEnt->IsDormant()) continue;
  49.  
  50. player_info_t pTemp;
  51.  
  52. if (!g_Engine->GetPlayerInfo(i, &pTemp))
  53. continue;
  54. auto FYaw = pEnt->GetLowerBodyYaw();
  55. auto pitch = pEnt->GetEyeAngles()->x;
  56. if (menu.Ragebot.Resolver)
  57. {
  58. pEnt->GetEyeAngles()->y = FYaw;
  59. float PlayerIsMoving = abs(pEnt->GetVelocity().Length2D());
  60. bool bLowerBodyUpdated = false;
  61. bool IsUsingFakeAngles = false;
  62.  
  63. if (oldlowerbodyyaw != FYaw)
  64. {
  65. bLowerBodyUpdated = true;
  66. }
  67. float bodyeyedelta = fabs(pEnt->GetEyeAngles()->y - pEnt->GetLowerBodyYaw());
  68. if (PlayerIsMoving || bLowerBodyUpdated)// || LastUpdatedNetVars->eyeangles.x != CurrentNetVars->eyeangles.x || LastUpdatedNetVars->eyeyaw != CurrentNetVars->eyeangles.y)
  69. {
  70. pEnt->GetEyeAngles()->y = FYaw;
  71. oldlowerbodyyaw = pEnt->GetEyeAngles()->y;
  72.  
  73. IsUsingFakeAngles = false;
  74. }
  75. else
  76. {
  77. if (bodyeyedelta > 35.0f)
  78. {
  79. pEnt->GetEyeAngles()->y = oldlowerbodyyaw;
  80. IsUsingFakeAngles = true;
  81. }
  82. else
  83. {
  84. IsUsingFakeAngles = false;
  85. }
  86. }
  87. if (IsUsingFakeAngles)
  88. {
  89.  
  90. pEnt->GetEyeAngles()->y += 45;
  91.  
  92.  
  93. }
  94. }
  95. }
  96.  
  97. }*/
  98. inline float ClampYaw(float yaw) {
  99.     while (yaw > 180.f)
  100.         yaw -= 360.f;
  101.     while (yaw < -180.f)
  102.         yaw += 360.f;
  103.     return yaw;
  104. }
  105.  
  106. void Resolver3()
  107. {
  108.  
  109.  
  110.  
  111.     if (g_Options.Ragebot.Resolver)
  112.     {
  113.         C_BaseEntity *pLocal = g_EntityList->GetClientEntity(g_Engine->GetLocalPlayer());
  114.         {
  115.             for (auto i = 0; i < g_EntityList->GetHighestEntityIndex(); i++)
  116.             {
  117.                 C_BaseEntity* pEnt = g_EntityList->GetClientEntity(i);
  118.  
  119.                 if (!pEnt) continue;
  120.  
  121.                 if (pEnt == pLocal) continue;
  122.  
  123.                 if (pEnt->IsDormant()) continue;
  124.  
  125.                 player_info_t pTemp;
  126.  
  127.                 if (!g_Engine->GetPlayerInfo(i, &pTemp))
  128.                     continue;
  129.  
  130.                 if (pEnt->GetTeamNum() == pLocal->GetTeamNum()) continue;
  131.  
  132.                 auto FYaw = pEnt->GetLowerBodyYaw();
  133.                 auto pitch = pEnt->GetEyeAngles()->x;
  134.  
  135.                 pEnt->GetEyeAngles()->y = FYaw;
  136.                 float PlayerIsMoving = abs(pEnt->GetVelocity().Length2D());
  137.                 bool bLowerBodyUpdated = false;
  138.                 bool IsBreakingLBY = false;
  139.  
  140.                 bool isFakeHeading = false;
  141.  
  142.                 float oldLBY = pEnt->GetLowerBodyYaw();
  143.  
  144.  
  145.                 if (oldLBY != pEnt->GetLowerBodyYaw())
  146.                 {
  147.                     bLowerBodyUpdated = true;
  148.                 }
  149.                 else
  150.                 {
  151.                     bLowerBodyUpdated = false;
  152.                 }
  153.  
  154.                 if (pEnt->GetEyeAngles()->y - pEnt->GetLowerBodyYaw() > 35)
  155.                 {
  156.                     isFakeHeading = true;
  157.                 }
  158.                 else
  159.                 {
  160.                     isFakeHeading = false;
  161.                 }
  162.  
  163.                 float bodyeyedelta = fabs(pEnt->GetEyeAngles()->y - pEnt->GetLowerBodyYaw());
  164.  
  165.                 // Resolver starts here
  166.  
  167.                 if (PlayerIsMoving || bLowerBodyUpdated) // Activates when enemy is moving or their lower body updates
  168.                 {
  169.                     Globals::resolvemode = 3;
  170.  
  171.                     pEnt->GetEyeAngles()->y = FYaw; // sets their angle to lower body
  172.                     oldLBY = pEnt->GetEyeAngles()->y;
  173.  
  174.                     IsBreakingLBY = false; // enemy is not breaking lower body because he is moving or his lower body just updated
  175.                 }
  176.                 else
  177.                 {
  178.                     Globals::resolvemode = 1;
  179.  
  180.                     if (bodyeyedelta == 0.f && pEnt->GetVelocity().Length2D() >= 0 && pEnt->GetVelocity().Length2D() < 36) // I dont know
  181.                     {
  182.                         pEnt->GetEyeAngles()->y = oldLBY;
  183.                         IsBreakingLBY = true;
  184.                     }
  185.                     else
  186.                     {
  187.                         IsBreakingLBY = false;
  188.                     }
  189.                 }
  190.  
  191.                 if (IsBreakingLBY) // Activates when enemy is using lower body breaker
  192.                 {
  193.                     Globals::resolvemode = 2;
  194.  
  195.                     pEnt->GetEyeAngles()->y = oldLBY; // sets their angle to lower body on first shot
  196.  
  197.                     switch (Globals::Shots % 3)
  198.                     {
  199.                     case 1: pEnt->GetEyeAngles()->y = 180; break;
  200.                     case 2: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + rand() % 180;
  201.                     case 3: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + pEnt->GetEyeAngles()->y + rand() % 35;
  202.                     }
  203.                 }
  204.  
  205.                 else
  206.  
  207.                 {
  208.                     // Resolver when nothing above is met as example when the enemy is standing and is not breaking lower body
  209.  
  210.                     Globals::resolvemode = 1;
  211.  
  212.                     pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + rand() % 180;
  213.  
  214.                     switch (Globals::Shots % 13)
  215.                     {
  216.                     case 1: pEnt->GetEyeAngles()->y = 180; break;
  217.                     case 2: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + rand() % 180;
  218.                     case 3: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + pEnt->GetEyeAngles()->y + rand() % 35;
  219.                     case 4: pEnt->GetEyeAngles()->y = 45 + rand() % 180;
  220.                     case 5: pEnt->GetEyeAngles()->y = oldLBY + rand() % 90;
  221.                     case 6: pEnt->GetEyeAngles()->y = 180 + rand() % 90;
  222.                     case 7: pEnt->GetEyeAngles()->y = oldLBY + pEnt->GetEyeAngles()->y + rand() % 45;
  223.                     case 8: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw(); break;
  224.                     case 9: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + rand() % 90; break;
  225.                     case 10: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + rand() % 180; break;
  226.                     case 11: pEnt->GetEyeAngles()->y = oldLBY + rand() % 45; break;
  227.                     case 12: pEnt->GetEyeAngles()->y = pEnt->GetLowerBodyYaw() + rand() % 90; break;
  228.                     case 13: pEnt->GetEyeAngles()->y = pEnt->GetEyeAngles()->y + rand() % 360; break;
  229.                     }
  230.                 }
  231.             }
  232.         }
  233.     }
  234. }
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