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- QAngle* m_angles = e->angles();
- if (Config2.force_down)
- {
- QAngle* eyeAngles = m_angles;
- if (eyeAngles->x < -179.f)
- eyeAngles->x += 360.f;
- else if (eyeAngles->x > 90.0 || eyeAngles->x < -90.0)
- eyeAngles->x = 89.f;
- else if (eyeAngles->x > 89.0 && eyeAngles->x < 91.0)
- eyeAngles->x -= 90.f;
- else if (eyeAngles->x > 179.0 && eyeAngles->x < 181.0)
- eyeAngles->x -= 180;
- else if (eyeAngles->x > -179.0 && eyeAngles->x < -181.0)
- eyeAngles->x += 180;
- else if (fabs(eyeAngles->x) == 0)
- eyeAngles->x = std::copysign(89.0f, eyeAngles->x);
- }
- auto& record = g_Resolver.player_info[e->GetIndex()];
- float bodyeyedelta = (e->angles()->y - e->GetLowerBodyYaw());
- record.pre_anim_lby_delta = bodyeyedelta;
- record.lby = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw(), 0.f);
- record.kill_lby = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw() + 180.f, 0.f);
- record.last_lby = Vector(e->m_angEyeAngles().x, record.last_moving_lby, 0.f);
- record.inverse_left = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw() + 90.f, 0.f);
- record.inverse_right = Vector(e->m_angEyeAngles().x, e->GetLowerBodyYaw() - 90.f, 0.f);
- record.back = Vector(e->m_angEyeAngles().x, g_Math.calc_angle_trash(e->GetOrigin(), Globals::LocalPlayer->GetOrigin()).y + 180.f, 0.f);
- record.right = Vector(e->m_angEyeAngles().x, g_Math.calc_angle_trash(e->GetOrigin(), Globals::LocalPlayer->GetOrigin()).y + 34.f, 0.f);
- record.left = Vector(e->m_angEyeAngles().x, g_Math.calc_angle_trash(e->GetOrigin(), Globals::LocalPlayer->GetOrigin()).y - 34.f, 0.f);
- record.is_moving = e->GetVelocity().Length2D() > 0;
- record.is_fakewalking = e->GetVelocity().Length2D() > 6 && e->GetVelocity().Length2D() < 36 && !e->GetFlags() & FL_DUCKING;
- record.is_jumping = !e->GetFlags() & FL_ONGROUND;
- record.could_be_slowmo = e->GetVelocity().Length2D() > 4 && e->GetVelocity().Length2D() < 36 && !record.is_crouching;
- record.is_crouching = e->GetFlags() & FL_DUCKING;
- if (e->GetOldSimulationTime() != old_simtime[e->GetIndex()])
- {
- using_fake_angles[e->GetIndex()] = e->GetOldSimulationTime() - old_simtime[e->GetIndex()] == g_pGlobalVars->intervalPerTick;
- //e->simulation_time() - old_simtime[e->GetIndex()] >= TICKS_TO_TIME(2);
- old_simtime[e->GetIndex()] = e->GetOldSimulationTime();
- }
- auto animstate = Globals::LocalPlayer->AnimState();
- if (!Config2.aimbot_resolver == 2)
- return;
- if (!Globals::LocalPlayer->IsAlive())
- return;
- if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->IsKnifeorNade())
- return;
- if (!using_fake_angles[e->GetIndex()])
- {
- float bodyeyedelta = (e->angles()->y - e->GetLowerBodyYaw());
- record.pre_anim_lby_delta = bodyeyedelta;
- if (record.is_moving)
- {
- record.last_moving_lby = e->GetLowerBodyYaw();
- e->SetEyeAngles(record.lby);
- record.stored_missed = shots_missed[e->GetIndex()];
- record.reset_state = true;
- resolve_type[e->GetIndex()] = 1;
- }
- else
- {
- if (shots_missed[e->GetIndex()] > record.stored_missed)
- {
- if (record.pre_anim_lby_delta < 35) {
- switch (shots_missed[e->GetIndex()] % 1)
- {
- case 0: e->SetEyeAngles(record.inverse_right); break; //lby + 58
- case 1: e->SetEyeAngles(record.inverse_left); break; //lby - 58
- }
- }
- else {
- switch (shots_missed[e->GetIndex()] % 1)
- {
- case 0: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() + 58; break; //lby + 58
- case 1: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() - 58; break; //lby - 58
- }
- }
- }
- else
- {
- if (record.pre_anim_lby_delta < 35) {
- switch (shots_missed[e->GetIndex()] % 2)
- {
- case 0: e->SetEyeAngles(record.last_lby); break; //lby + 58
- case 1: e->SetEyeAngles(record.inverse_right); break; //lby + 58
- case 2: e->SetEyeAngles(record.inverse_left); break; //lby - 58
- }
- }
- else {
- switch (shots_missed[e->GetIndex()] % 2)
- {
- case 0: e->SetEyeAngles(record.last_lby); break; //lby + 58
- case 1: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() + 58; break; //lby + 58
- case 2: e->angles()->y = *e->GetBasePlayerAnimState()->GetDesyncYaw() - 58; break; //lby - 58
- }
- }
- }
- }
- }
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