Advertisement
Guest User

Untitled

a guest
Apr 7th, 2020
226
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 3.72 KB | None | 0 0
  1. void HandleBackUpResolve(C_BaseEntity* pEnt) {
  2.  
  3.     if (!c_config::get().aimbot_resolver)
  4.         return;
  5.  
  6.     if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam())
  7.         return;
  8.  
  9.  
  10.     auto animstate = pEnt->AnimState();
  11.  
  12.     const auto player_animation_state = pEnt->AnimState();
  13.  
  14.  
  15.     float flMaxYawModifier = player_animation_state->pad10[516] * flMaxYawModifier;
  16.     float flMinYawModifier = player_animation_state->pad10[512] * flMaxYawModifier;
  17.  
  18.     float newFeetYaw = 1.f;
  19.  
  20.     auto eyeYaw = player_animation_state->m_flEyeYaw;
  21.  
  22.     auto lbyYaw = player_animation_state->m_flGoalFeetYaw;
  23.  
  24.     float eye_feet_delta = fabs(eyeYaw - lbyYaw);
  25.  
  26.  
  27.     if (!player_animation_state)
  28.         return;
  29.  
  30.  
  31.  
  32.     float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime);
  33.  
  34.     auto v28 = 0.f;
  35.  
  36.     if (player_animation_state->m_flFeetSpeedForwardsOrSideWays >= 0.0f)
  37.     {
  38.         v28 = fminf(player_animation_state->m_flFeetSpeedForwardsOrSideWays, 0.0f);
  39.     }
  40.     else
  41.     {
  42.         v28 = 0x3F800000;
  43.     }
  44.  
  45.     float v49 = ((player_animation_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v49;
  46.  
  47.     float flYawModifier = v49 + 1.0;
  48.  
  49.     if (player_animation_state->m_fDuckAmount > 0.0)
  50.     {
  51.         float v53 = 0.0f;
  52.  
  53.         if (player_animation_state->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
  54.         {
  55.             v53 = fminf(player_animation_state->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
  56.         }
  57.         else
  58.         {
  59.             v53 = 0.0f;
  60.         }
  61.     }
  62.  
  63.  
  64.  
  65.  
  66.  
  67.     if (eye_feet_delta <= flMaxYawModifier)
  68.     {
  69.         if (flMinYawModifier > eye_feet_delta)
  70.         {
  71.             newFeetYaw = fabs(flMinYawModifier) + eyeYaw;
  72.         }
  73.     }
  74.     else
  75.     {
  76.         newFeetYaw = eyeYaw - fabs(flMaxYawModifier);
  77.     }
  78.  
  79.  
  80.  
  81.  
  82.     float v136 = fmod(newFeetYaw, 360.0);
  83.  
  84.     if (v136 > 180.0)
  85.     {
  86.         v136 = v136 - 360.0;
  87.     }
  88.  
  89.     if (v136 < 180.0)
  90.     {
  91.         v136 = v136 + 360.0;
  92.     }
  93.  
  94.     v28 = v49++;
  95.  
  96.     {                                             // inlined max_desync_delta
  97.         float v9 = fabs(animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime);
  98.         float speedfraction = 0.0;
  99.         if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0)
  100.             speedfraction = 0.0;
  101.         else
  102.             speedfraction = animstate->m_flFeetSpeedForwardsOrSideWays;
  103.  
  104.         float v2 = (animstate->m_flStopToFullRunningFraction * -0.30000001 - 0.19999999) * speedfraction;
  105.         float v18 = v2;
  106.         float v3 = v2 + 1.0;
  107.         float v23 = v3;
  108.         if (animstate->m_fDuckAmount > 0.0)
  109.         {
  110.             float v29 = 0.0;
  111.             if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0)
  112.                 v29 = 0.0;
  113.             else
  114.                 v29 = fminf((animstate->m_flFeetSpeedUnknownForwardOrSideways), 0x3F800000);
  115.         }
  116.  
  117.         if (pEnt != Globals::LocalPlayer)
  118.         {
  119.             for (int i = 1; i < g_pEngine->GetMaxClients(); ++i)
  120.             {
  121.                 float v8 = 0;
  122.                 float v7 = 0;
  123.                 float v6 = 0;
  124.                 for (size_t i = 0; i < pEnt->GetNumAnimOverlays(); i++)
  125.                 {
  126.                     auto layer = pEnt->GetNumAnimOverlays();
  127.                     if (!layer)
  128.                         continue;
  129.  
  130.                     if (pEnt->GetSequenceActivity.layer->m_nSequence() == 979);
  131.                         animstate->m_flGoalFeetYaw = pEnt->GetLowerBodyYaw();
  132.                 }
  133.                
  134.                 if (Globals::MissedShots[pEnt->EntIndex()] >= 1)
  135.                 {
  136.                     int v19 = Globals::MissedShots[pEnt->EntIndex()] % 4;
  137.                     switch (v19)
  138.                     {
  139.                     case 0:
  140.                         animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 70.0;
  141.                         break;
  142.                     case 1:
  143.                         animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 70.0;
  144.                         break;
  145.                     case 2:
  146.                         animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + pEnt->DesyncValue();
  147.                         break;
  148.                     case 3:
  149.                         animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - pEnt->DesyncValue();
  150.                         break;
  151.                     default:
  152.                         break;
  153.                     }
  154.                 }
  155.             }
  156.  
  157.         }
  158.     }
  159. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement