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Sep 18th, 2019
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  1. bool* send_packet = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(_AddressOfReturnAddress()) + 0x14);
  2. static float next_lby = 0.0f;
  3. float side = 1.0f;
  4. QAngle OldAngles = cmd->viewangles;
  5.  
  6. if (cmd->buttons & (IN_ATTACK | IN_ATTACK2 | IN_USE) ||
  7. g_LocalPlayer->m_nMoveType() == MOVETYPE_LADDER || g_LocalPlayer->m_nMoveType() == MOVETYPE_NOCLIP
  8. || !g_LocalPlayer->IsAlive())
  9. return;
  10.  
  11. auto weapon = g_LocalPlayer->m_hActiveWeapon().Get();
  12. if (!weapon)
  13. return;
  14.  
  15. auto weapon_index = weapon->m_Item().m_iItemDefinitionIndex();
  16. if ((weapon_index == WEAPON_GLOCK || weapon_index == WEAPON_FAMAS) && weapon->m_flNextPrimaryAttack() >= g_GlobalVars->curtime)
  17. return;
  18.  
  19. auto weapon_data = weapon->GetCSWeaponData();
  20.  
  21. if (weapon_data->WeaponType == WEAPONTYPE_GRENADE) {
  22. if (!weapon->m_bPinPulled()) {
  23. float throwTime = weapon->m_fThrowTime();
  24. if (throwTime > 0.f)
  25. return;
  26. }
  27.  
  28. if ((cmd->buttons & IN_ATTACK) || (cmd->buttons & IN_ATTACK2)) {
  29. if (weapon->m_fThrowTime() > 0.f)
  30. return;
  31. }
  32. }
  33.  
  34. static bool broke_lby = false;
  35.  
  36. // --- legit aa below --- //
  37.  
  38. /* float minimal_move = 2.0f;
  39. if (g_LocalPlayer->m_fFlags() & FL_DUCKING)
  40. minimal_move *= 3.f;
  41.  
  42. if (cmd->buttons & IN_WALK)
  43. minimal_move *= 3.f;
  44.  
  45. bool should_move = g_LocalPlayer->m_vecVelocity().Length2D() <= 0.0f
  46. || std::fabsf(g_LocalPlayer->m_vecVelocity().z) <= 100.0f;*/
  47.  
  48. if (next_lby >= g_GlobalVars->curtime)
  49. {
  50. if (!broke_lby && *send_packet && g_ClientState->chokedcommands > 0)
  51. return;
  52.  
  53. broke_lby = false;
  54. *send_packet = false;
  55. cmd->viewangles.yaw += 120.0f * side;
  56. }
  57. else
  58. {
  59. broke_lby = true;
  60. *send_packet = false;
  61. cmd->viewangles.yaw += 120.0f * -side;
  62. }
  63.  
  64. Math::Normalize3(cmd->viewangles);
  65. Math::FixAngles(cmd->viewangles);
  66. Math::MovementFix(cmd, OldAngles, cmd->viewangles);
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