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  1. Improve more as you go! This is a code I found and improved! Here you go pasters! Yes I added freestand targets since LW can't tap Freestand users. // This is an independent project of an individual developer. Dear PVS-Studio, please check it. // PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com #include "animation_system.h" #include "..\ragebot\aim.h" void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch) { player = e; player_record = record; original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw); original_pitch = math::normalize_pitch(pitch); } void resolver::reset() { player = nullptr; player_record = nullptr; side = false; fake = false; was_first_bruteforce = false; was_second_bruteforce = false; original_goal_feet_yaw = 0.0f; original_pitch = 0.0f; } bool freestand_target(player_t* target, float* yaw) { float dmg_left = 0.f; float dmg_right = 0.f; static auto get_rotated_pos = [](Vector start, float rotation, float distance) { float rad = DEG2RAD(rotation); start.x += cos(rad) * distance; start.y += sin(rad) * distance; return start; }; const auto local = g_ctx.local(); if (!local || !target || !local->is_alive()) return false; Vector local_eye_pos = target->get_shoot_position(); Vector eye_pos = local->get_shoot_position(); Vector angle = (local_eye_pos, eye_pos); auto backwards = target->m_angEyeAngles().y; // angle.y; Vector pos_left = get_rotated_pos(eye_pos, angle.y + 90.f, 60.f); Vector pos_right = get_rotated_pos(eye_pos, angle.y - 90.f, -60.f); const auto wall_left = (local_eye_pos, pos_left, nullptr, nullptr, local); const auto wall_right = (local_eye_pos, pos_right, nullptr, nullptr, local); if (dmg_left == 0.f && dmg_right == 0.f) { *yaw = backwards; return false; } // we can hit both sides, lets force backwards if (fabsf(dmg_left - dmg_right) < 5.f) { *yaw = backwards; return false; } bool direction = dmg_left > dmg_right; *yaw = direction ? angle.y - 90.f : angle.y + 90.f; return true; } float flAngleMod(float flAngle) { return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65530)); } void resolver::resolve_yaw() { player_info_t player_info; if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info)) return; if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807 { player_record->side = RESOLVER_ORIGINAL; return; } if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY) { switch (last_side) { case RESOLVER_ORIGINAL: g_ctx.globals.missed_shots[player->EntIndex()] = 0; fake = true; break; case RESOLVER_FIRST: player_record->type = BRUTEFORCE; player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND; was_first_bruteforce = true; return; case RESOLVER_SECOND: player_record->type = BRUTEFORCE; player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST; was_second_bruteforce = true; return; case RESOLVER_LOW_FIRST: player_record->type = BRUTEFORCE; player_record->side = RESOLVER_LOW_SECOND; return; case RESOLVER_LOW_SECOND: player_record->type = BRUTEFORCE; player_record->side = RESOLVER_LOW_FIRST; return; } } auto animstate = player->get_animation_state(); if (!animstate) { player_record->side = RESOLVER_ORIGINAL; return; } auto delta = math::normalize_yaw(player->m_angEyeAngles().y - original_goal_feet_yaw); auto valid_lby = true; if (animstate->m_velocity > 1.1f || fabs(animstate->flUpVelocity) > 100.f) valid_lby = animstate->m_flTimeSinceStartedMoving < 0.22f; if (fabs(delta) > 30.0f && valid_lby) { if (g_ctx.globals.missed_shots[player->EntIndex()]) delta = -delta; if (delta > 30.0f) { player_record->type = LBY; player_record->side = RESOLVER_LOW_FIRST; } else if (delta < -30.0f) { player_record->type = LBY; player_record->side = RESOLVER_LOW_SECOND; } } else { auto trace = false; if (m_globals()->m_curtime - lock_side > 2.0f) { auto first_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player, g_ctx.local()); auto second_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player, g_ctx.local()); if (first_visible != second_visible) { trace = true; side = second_visible; lock_side = m_globals()->m_curtime; } else { auto first_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first)); auto second_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second)); if (fabs(first_position - second_position) > 1.0f) side = first_position > second_position; } } else trace = true; if (side) { player_record->type = trace ? TRACE: DIRECTIONAL; player_record->side = RESOLVER_FIRST; } else { player_record->type = trace ? TRACE : DIRECTIONAL; player_record->side = RESOLVER_SECOND; } } } float resolver::resolve_pitch() { if (fabs(original_pitch) > 85.0f) fake = true; else if (!fake) { player_record->side = RESOLVER_ORIGINAL; return RESOLVER_ORIGINAL; } return original_pitch; }
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