Dana22222 Posted December 5, 2020 Share Posted December 5, 2020 void OneTap::Features::Ragebot::AngleResolver (void *player, LagRecord *data, LagRecord *prevData) { if (data || prevData) { data->m_way = 0; //reset value. if ( *(player + 0x370) ) { if (data->m_flags & 1 && prevData->m_flags & 1) { //FL_ONGROUND. float speed = ((data->m_vecVelocity.y * data->m_vecVelocity.y) + (data->m_vecVelocity.z * data->m_vecVelocity.z)); if (speed <= 0.1 ) { if (data->m_serverLayers[C_SDK::BaseAnimations::Type::ADJUST_WEIGHT] == 0.0 && data->m_serverLayers[C_SDK::BaseAnimations::Type::ADJUST_CYCLE] == 0.0) { angles = data->m_resolve.m_eyeAngles.y; data->m_way = 1; delta = C_SDK::Utils::Math::AngleDiff (angles, *(player + 0xDD)); data->m_side = 2 * (delta.clamp <= 0.0) - 1; } } else if (!(data->m_serverLayers[C_SDK::BaseAnimations::Type::LEAN] * 1000.0) && data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT] * 1000.0 == prevData->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT] * 1000.0 && !*(player + 0x384) ) { //As you can see: 0, 1, 2 - None, Left, Right sides. float firstDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[0] [C_SDK::BaseAnimations::Type::MOVEMENT].playRate), secondDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[1][C_SDK::BaseAnimations::Type::MOVEMENT].playRate), thirdDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[2][C_SDK::BaseAnimations::Type::MOVEMENT].playRate); if (firstDelta < secondDelta || thirdDelta <= secondDelta || (secondDelta * 1000.0) ) { if (firstDelta >= thirdDelta && secondDelta > thirdDelta && ! (thirdDelta* 1000.0) ) { data->m_way = 1; data->m_side = 1; //Left side. } } else { data->m_way = 1; data->m_side = -1; //Right side. } } } } } BTW ITS USELESS IF U CAN NOT PASTE IT NORMALLY. CUZ OT USES FREESTAND AND I WILL POST THAT TO IN A FEW MOMENTS. Quote Link to comment Share on other sites More sharing options...
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