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Jul 18th, 2019
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  1. QAngle* m_angles = e->angles();
  2.  
  3. if (Config2.force_down)
  4. {
  5. QAngle* eyeAngles = m_angles;
  6. if (eyeAngles->x < -179.f)
  7. eyeAngles->x += 360.f;
  8. else if (eyeAngles->x > 90.0 || eyeAngles->x < -90.0)
  9. eyeAngles->x = 89.f;
  10. else if (eyeAngles->x > 89.0 && eyeAngles->x < 91.0)
  11. eyeAngles->x -= 90.f;
  12. else if (eyeAngles->x > 179.0 && eyeAngles->x < 181.0)
  13. eyeAngles->x -= 180;
  14. else if (eyeAngles->x > -179.0 && eyeAngles->x < -181.0)
  15. eyeAngles->x += 180;
  16. else if (fabs(eyeAngles->x) == 0)
  17. eyeAngles->x = std::copysign(89.0f, eyeAngles->x);
  18. }
  19.  
  20.  
  21. auto& record = g_Resolver.player_info[e->GetIndex()];
  22. float bodyeyedelta = (e->angles()->y - e->GetLowerBodyYaw());
  23. record.pre_anim_lby_delta = bodyeyedelta;
  24.  
  25. record.lby = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw(), 0.f);
  26. record.kill_lby = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw() + 180.f, 0.f);
  27. record.last_lby = Vector(e->m_angEyeAngles().x, record.last_moving_lby, 0.f);
  28.  
  29. record.inverse_left = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw() + 90.f, 0.f);
  30. record.inverse_right = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw() - 90.f, 0.f);
  31.  
  32. record.back = Vector(e->m_angEyeAngles().x, g_Math.calc_angle_trash(e->GetOrigin(), Globals::LocalPlayer->GetOrigin()).y + 180.f, 0.f);
  33. record.right = Vector(e->m_angEyeAngles().x, g_Math.calc_angle_trash(e->GetOrigin(), Globals::LocalPlayer->GetOrigin()).y + 34.f, 0.f);
  34. record.left = Vector(e->m_angEyeAngles().x, g_Math.calc_angle_trash(e->GetOrigin(), Globals::LocalPlayer->GetOrigin()).y - 34.f, 0.f);
  35.  
  36. record.is_moving = e->GetVelocity().Length2D() > 0;
  37. record.is_fakewalking = e->GetVelocity().Length2D() > 6 && e->GetVelocity().Length2D() < 36 && !e->GetFlags() & FL_DUCKING;
  38.  
  39. record.is_jumping = !e->GetFlags() & FL_ONGROUND;
  40. record.could_be_slowmo = e->GetVelocity().Length2D() > 4 && e->GetVelocity().Length2D() < 36 && !record.is_crouching;
  41. record.is_crouching = e->GetFlags() & FL_DUCKING;
  42.  
  43. if (e->GetOldSimulationTime() != old_simtime[e->GetIndex()])
  44. {
  45. using_fake_angles[e->GetIndex()] = e->GetOldSimulationTime() - old_simtime[e->GetIndex()] == g_pGlobalVars->intervalPerTick;
  46. //e->simulation_time() - old_simtime[e->GetIndex()] >= TICKS_TO_TIME(2);
  47. old_simtime[e->GetIndex()] = e->GetOldSimulationTime();
  48. }
  49. auto animstate = Globals::LocalPlayer->AnimState();
  50.  
  51. if (!Config2.aimbot_resolver == 2)
  52. return;
  53.  
  54. if (!Globals::LocalPlayer->IsAlive())
  55. return;
  56.  
  57. if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->IsKnifeorNade())
  58. return;
  59.  
  60. if (!using_fake_angles[e->GetIndex()])
  61. {
  62. float bodyeyedelta = (e->angles()->y - e->GetLowerBodyYaw());
  63.  
  64. record.pre_anim_lby_delta = bodyeyedelta;
  65.  
  66. if (record.is_moving)
  67. {
  68. record.last_moving_lby = e->GetLowerBodyYaw();
  69. e->SetEyeAngles(record.lby);
  70. record.stored_missed = shots_missed[e->GetIndex()];
  71. record.reset_state = true;
  72. resolve_type[e->GetIndex()] = 1;
  73. }
  74. else
  75. {
  76. if (shots_missed[e->GetIndex()] > record.stored_missed)
  77. {
  78. if (record.pre_anim_lby_delta < 35) {
  79. switch (shots_missed[e->GetIndex()] % 1)
  80. {
  81. case 0: e->SetEyeAngles(record.inverse_right); break; //lby + 58
  82. case 1: e->SetEyeAngles(record.inverse_left); break; //lby - 58
  83. }
  84. }
  85. else {
  86. switch (shots_missed[e->GetIndex()] % 1)
  87. {
  88. case 0: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() + 58; break; //lby + 58
  89. case 1: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() - 58; break; //lby - 58
  90. }
  91. }
  92.  
  93. }
  94. else
  95. {
  96. if (record.pre_anim_lby_delta < 35) {
  97. switch (shots_missed[e->GetIndex()] % 2)
  98. {
  99. case 0: e->SetEyeAngles(record.last_lby); break; //lby + 58
  100. case 1: e->SetEyeAngles(record.inverse_right); break; //lby + 58
  101. case 2: e->SetEyeAngles(record.inverse_left); break; //lby - 58
  102. }
  103. }
  104. else {
  105. switch (shots_missed[e->GetIndex()] % 2)
  106. {
  107. case 0: e->SetEyeAngles(record.last_lby); break; //lby + 58
  108. case 1: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() + 58; break; //lby + 58
  109. case 2: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() - 58; break; //lby - 58
  110. }
  111. }
  112. }
  113. }
  114.  
  115. }
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