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Aug 2nd, 2019
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  1. void Beta(C_BaseEntity* pEnt)
  2. {
  3.  
  4. if (!c_config::get().aimbot_mode)
  5. return;
  6. if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
  7. return;
  8. const auto player_animation_state = pEnt->AnimState();
  9. if (!player_animation_state)
  10. return;
  11. if (Globals::MissedShots[pEnt->EntIndex()] > 2) {
  12. switch (Globals::MissedShots[pEnt->EntIndex()] % 4) {
  13. case 0: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 45; break;
  14. case 1: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 45; break;
  15. case 2: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw - 30; break;
  16. case 3: player_animation_state->m_flGoalFeetYaw = player_animation_state->m_flGoalFeetYaw + 30; break;
  17. }
  18. }
  19. else {
  20.  
  21. float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime);
  22. auto v48 = 0.f;
  23. if (player_animation_state->m_flFeetSpeedForwardsOrSideWays >= 0.0f)
  24. {
  25. v48 = fminf(player_animation_state->m_flFeetSpeedForwardsOrSideWays, 1.0f);
  26. }
  27. else
  28. {
  29. v48 = 0.0f;
  30. }
  31.  
  32. float v49 = ((player_animation_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v48;
  33. float flYawModifier = v49 + 1.0;
  34. if (player_animation_state->m_fDuckAmount > 0.0)
  35. {
  36. float v53 = 0.0f;
  37.  
  38. if (player_animation_state->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
  39. {
  40. v53 = fminf(player_animation_state->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
  41. }
  42. else
  43. {
  44. v53 = 0.0f;
  45. }
  46. }
  47.  
  48. auto slow_walking = [&pEnt]() -> bool
  49. {
  50. bool s = g_Resolver.enemy_is_slow_walking(pEnt);
  51.  
  52. if (s)
  53. {
  54. if (!(pEnt->GetFlags() & FL_DUCKING))
  55. {
  56. g_Resolver.enemy_slowwalk = true;
  57. return true;
  58. }
  59. else
  60. {
  61. g_Resolver.enemy_slowwalk = false;
  62. return false;
  63. }
  64. }
  65. else
  66. return false;
  67. };
  68. if (slow_walking() && Globals::MissedShots[pEnt->EntIndex()] >= 1)
  69. {
  70. Globals::enemyslow[pEnt->EntIndex()] = true;
  71. }
  72. auto max_rotate = max_desync_angle(pEnt);
  73. auto delta = angle_difference(pEnt->GetEyeAnglesXY()->y, pEnt->AnimState()->m_flCurrentFeetYaw);
  74. float flMaxYawModifier = player_animation_state->pad10[516] * flYawModifier;
  75. float flMinYawModifier = player_animation_state->pad10[512] * flYawModifier;
  76. float newFeetYaw = 0.f;
  77. auto eyeYaw = player_animation_state->m_flEyeYaw;
  78. auto lbyYaw = player_animation_state->m_flGoalFeetYaw;
  79. float eye_feet_delta = fabs(eyeYaw - lbyYaw);
  80. if (eye_feet_delta <= flMaxYawModifier)
  81. {
  82. if (flMinYawModifier > eye_feet_delta)
  83. {
  84. newFeetYaw = fabs(flMinYawModifier) + eyeYaw;
  85. }
  86. }
  87. else
  88. {
  89. newFeetYaw = eyeYaw - fabs(flMaxYawModifier);
  90. }
  91.  
  92. float v136 = fmod(newFeetYaw, 180.0);
  93. if (v136 > 180.0)
  94. {
  95. v136 = v136 - 360.0;
  96. }
  97. if (v136 < 180.0)
  98. {
  99. v136 = v136 + 360.0;
  100. }
  101. player_animation_state->m_flGoalFeetYaw = v136;
  102. }
  103. }
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