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Mar 26th, 2019
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  1. float antiaim::get_max_desync_delta() {
  2.  
  3. auto local_player = static_cast<player_t *>(g_csgo.m_entitylist()->GetClientEntity(g_csgo.m_engine()->GetLocalPlayer()));
  4. auto animstate = uintptr_t(local_player->get_animation_state());
  5. Vector yawfeetdelta = local_player->GetBaseEntity()->GetAbsAngles();
  6. yawfeetdelta.y = local_player->get_animation_state()->m_flGoalFeetYaw - local_player->get_animation_state()->m_flEyeYaw;
  7. math::normalize_angles(yawfeetdelta);
  8.  
  9. Vector an = local_player->GetAbsAngles();
  10. an.y = local_player->get_animation_state()->m_flCurrentFeetYaw;
  11. local_player->set_abs_angles(an);
  12. float flYaw = an.y;
  13.  
  14. float v47 = local_player->get_animation_state()->m_flCurrentFeetYaw;
  15. float pes = 360; float v146 = 360;
  16. if (v47 >= -360.0)
  17. {
  18. pes = fminf(v47, 360);
  19. v146 = pes;
  20. }
  21.  
  22. float v155 = fmod(yawfeetdelta.y, 360.0);
  23. if (flYaw <= v146)
  24. {
  25. if (v155 <= -180.0)
  26. yawfeetdelta.y = v155 + 360, 0;
  27. }
  28. else if (v155 >= 180.0)
  29. {
  30. yawfeetdelta.y = v155 - 360, 0;
  31. }
  32.  
  33.  
  34. // g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw;
  35.  
  36.  
  37. float rate = 180;
  38. float duckammount = *(float *)(animstate + 0xA4);
  39. float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));
  40. float speedfactor;
  41. if (speedfraction >= 0.0)
  42. speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));
  43. else
  44. speedfactor = 0.0f;
  45.  
  46. float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
  47. float unk2 = unk1 + 1.f;
  48. if (duckammount > 0) {
  49.  
  50. unk2 += ((duckammount * speedfactor) * (0.5f - unk2));
  51.  
  52. }
  53.  
  54.  
  55. int maxrot = local_player->get_animation_state()->m_flGoalFeetYaw * unk2;
  56. int invrot = local_player->get_animation_state()->m_flCurrentFeetYaw * unk2;
  57.  
  58. DWORD xmmword_10BF8550;
  59.  
  60. if (yawfeetdelta.y <= maxrot)
  61. {
  62. if (invrot > yawfeetdelta.y)
  63. *(float *)(animstate + 0x80) = + flYaw;
  64. }
  65. else
  66. {
  67. *(float *)(animstate + 0x80) = flYaw;// prevent these
  68. }
  69. Vector gfeet2 = local_player->GetBaseEntity()->GetAbsAngles();
  70. gfeet2.y = fmod(*(float *)(animstate + 0x80), 360);
  71. Vector gfeet = local_player->GetBaseEntity()->GetAbsAngles();
  72. gfeet.y = fmod(*(float *)(animstate + 0x80), 360);
  73. math::clamp_angles(gfeet);
  74.  
  75. if (gfeet2.y > 180, 0)
  76. gfeet.y = gfeet2.y - 360;
  77. if (gfeet.y < -180.0)
  78. gfeet.y = gfeet.y + 360;
  79. //v60 = *(float *)(v3 + 220);
  80. float feetg = gfeet.y;
  81. //g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw() = gfeet.yaw;
  82.  
  83.  
  84. return feetg;
  85. }
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