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- float antiaim::get_max_desync_delta() {
- auto local_player = static_cast<player_t *>(g_csgo.m_entitylist()->GetClientEntity(g_csgo.m_engine()->GetLocalPlayer()));
- auto animstate = uintptr_t(local_player->get_animation_state());
- Vector yawfeetdelta = local_player->GetBaseEntity()->GetAbsAngles();
- yawfeetdelta.y = local_player->get_animation_state()->m_flGoalFeetYaw - local_player->get_animation_state()->m_flEyeYaw;
- math::normalize_angles(yawfeetdelta);
- Vector an = local_player->GetAbsAngles();
- an.y = local_player->get_animation_state()->m_flCurrentFeetYaw;
- local_player->set_abs_angles(an);
- float flYaw = an.y;
- float v47 = local_player->get_animation_state()->m_flCurrentFeetYaw;
- float pes = 360; float v146 = 360;
- if (v47 >= -360.0)
- {
- pes = fminf(v47, 360);
- v146 = pes;
- }
- float v155 = fmod(yawfeetdelta.y, 360.0);
- if (flYaw <= v146)
- {
- if (v155 <= -180.0)
- yawfeetdelta.y = v155 + 360, 0;
- }
- else if (v155 >= 180.0)
- {
- yawfeetdelta.y = v155 - 360, 0;
- }
- // g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw;
- float rate = 180;
- float duckammount = *(float *)(animstate + 0xA4);
- float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));
- float speedfactor;
- if (speedfraction >= 0.0)
- speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));
- else
- speedfactor = 0.0f;
- float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
- float unk2 = unk1 + 1.f;
- if (duckammount > 0) {
- unk2 += ((duckammount * speedfactor) * (0.5f - unk2));
- }
- int maxrot = local_player->get_animation_state()->m_flGoalFeetYaw * unk2;
- int invrot = local_player->get_animation_state()->m_flCurrentFeetYaw * unk2;
- DWORD xmmword_10BF8550;
- if (yawfeetdelta.y <= maxrot)
- {
- if (invrot > yawfeetdelta.y)
- *(float *)(animstate + 0x80) = + flYaw;
- }
- else
- {
- *(float *)(animstate + 0x80) = flYaw;// prevent these
- }
- Vector gfeet2 = local_player->GetBaseEntity()->GetAbsAngles();
- gfeet2.y = fmod(*(float *)(animstate + 0x80), 360);
- Vector gfeet = local_player->GetBaseEntity()->GetAbsAngles();
- gfeet.y = fmod(*(float *)(animstate + 0x80), 360);
- math::clamp_angles(gfeet);
- if (gfeet2.y > 180, 0)
- gfeet.y = gfeet2.y - 360;
- if (gfeet.y < -180.0)
- gfeet.y = gfeet.y + 360;
- //v60 = *(float *)(v3 + 220);
- float feetg = gfeet.y;
- //g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw() = gfeet.yaw;
- return feetg;
- }
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