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- bool* send_packet = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(_AddressOfReturnAddress()) + 0x14);
- static float next_lby = 0.0f;
- float side = 1.0f;
- QAngle OldAngles = cmd->viewangles;
- if (cmd->buttons & (IN_ATTACK | IN_ATTACK2 | IN_USE) ||
- g_LocalPlayer->m_nMoveType() == MOVETYPE_LADDER || g_LocalPlayer->m_nMoveType() == MOVETYPE_NOCLIP
- || !g_LocalPlayer->IsAlive())
- return;
- auto weapon = g_LocalPlayer->m_hActiveWeapon().Get();
- if (!weapon)
- return;
- auto weapon_index = weapon->m_Item().m_iItemDefinitionIndex();
- if ((weapon_index == WEAPON_GLOCK || weapon_index == WEAPON_FAMAS) && weapon->m_flNextPrimaryAttack() >= g_GlobalVars->curtime)
- return;
- auto weapon_data = weapon->GetCSWeaponData();
- if (weapon_data->WeaponType == WEAPONTYPE_GRENADE) {
- if (!weapon->m_bPinPulled()) {
- float throwTime = weapon->m_fThrowTime();
- if (throwTime > 0.f)
- return;
- }
- if ((cmd->buttons & IN_ATTACK) || (cmd->buttons & IN_ATTACK2)) {
- if (weapon->m_fThrowTime() > 0.f)
- return;
- }
- }
- static bool broke_lby = false;
- // --- legit aa below --- //
- /* float minimal_move = 2.0f;
- if (g_LocalPlayer->m_fFlags() & FL_DUCKING)
- minimal_move *= 3.f;
- if (cmd->buttons & IN_WALK)
- minimal_move *= 3.f;
- bool should_move = g_LocalPlayer->m_vecVelocity().Length2D() <= 0.0f
- || std::fabsf(g_LocalPlayer->m_vecVelocity().z) <= 100.0f;*/
- if (next_lby >= g_GlobalVars->curtime)
- {
- if (!broke_lby && *send_packet && g_ClientState->chokedcommands > 0)
- return;
- broke_lby = false;
- *send_packet = false;
- cmd->viewangles.yaw += 120.0f * side;
- }
- else
- {
- broke_lby = true;
- *send_packet = false;
- cmd->viewangles.yaw += 120.0f * -side;
- }
- Math::Normalize3(cmd->viewangles);
- Math::FixAngles(cmd->viewangles);
- Math::MovementFix(cmd, OldAngles, cmd->viewangles);
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