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resolver.cpp
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#include "resolver.hpp"
#include "autowall.hpp"
int FreestandSide[64];
void resolver::store_freestand()
{
if (!g_local->get_active_weapon())
return;
if (!g_local->get_active_weapon()->is_weapon())
return;
for (int i = 1; i < i::globalvars->m_max_clients; ++i)
{
auto player = (c_base_player*)i::entitylist->get_client_entity(i);
if (!player || !player->is_alive() || player->is_dormant() || player->m_iTeamNum() == g_local->m_iTeamNum())
continue;
bool Autowalled = false, HitSide1 = false, HitSide2 = false;
auto idx = player->ent_index();
float angToLocal = math::calc_angle(g_local->m_vecOrigin(), player->m_vecOrigin()).y;
vec3_t ViewPoint = g_local->m_vecOrigin() + vec3_t(0, 0, 90);
vec2_t Side1 = { (45 * sin(math::deg2rad(angToLocal))), (45 * cos(math::deg2rad(angToLocal))) };
vec2_t Side2 = { (45 * sin(math::deg2rad(angToLocal + 180))), (45 * cos(math::deg2rad(angToLocal + 180))) };
vec2_t Side3 = { (50 * sin(math::deg2rad(angToLocal))), (50 * cos(math::deg2rad(angToLocal))) };
vec2_t Side4 = { (50 * sin(math::deg2rad(angToLocal + 180))), (50 * cos(math::deg2rad(angToLocal + 180))) };
vec3_t Origin = player->m_vecOrigin();
vec2_t OriginLeftRight[] = { vec2_t(Side1.x, Side1.y), vec2_t(Side2.x, Side2.y) };
vec2_t OriginLeftRightLocal[] = { vec2_t(Side3.x, Side3.y), vec2_t(Side4.x, Side4.y) };
for (int side = 0; side < 2; side++)
{
vec3_t OriginAutowall = { Origin.x + OriginLeftRight[side].x, Origin.y - OriginLeftRight[side].y, Origin.z + 90 };
vec3_t ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x, ViewPoint.y - OriginLeftRightLocal[side].y, ViewPoint.z };
if (autowall::get().CanHitFloatingPoint(OriginAutowall, ViewPoint))
{
if (side == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (side == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}
Autowalled = true;
}
else
{
for (int sidealternative = 0; sidealternative < 2; sidealternative++)
{
vec3_t ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x, Origin.y - OriginLeftRight[sidealternative].y, Origin.z + 90 };
if (autowall::get().CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
{
if (sidealternative == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (sidealternative == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}
Autowalled = true;
}
}
}
}
}
}
float get_backward_yaw(c_base_player* player)
{
return math::calc_angle(g_local->m_vecOrigin(), player->m_vecOrigin()).y;
}
float forward_yaw(c_base_player* player)
{
return math::normalize_yaw(get_backward_yaw(player) - 180.f);
}
void resolver::resolve_angles(c_base_player* pEnt)
{
int idx = pEnt->ent_index();
auto state = pEnt->get_animstate();
if (!state)
return;
state->m_feet_yaw = math::normalize_yaw(pEnt->m_angEyeAngles().y);
if (pEnt->get_player_info().fake_player)
return;
float angle = pEnt->get_eye_pos().y;
bool forward = fabsf(math::normalize_yaw(math::normalize_yaw(pEnt->m_angEyeAngles().y) - forward_yaw(pEnt))) < 90.f;
if (g::ragebot::m_missed_shots[idx] == 0) {
if (forward)
FreestandSide[idx] *= -1;
state->m_feet_yaw = math::normalize_yaw(angle - 58.f * FreestandSide[idx]);
}
else {
if (forward) {
switch (g::ragebot::m_missed_shots[idx] % 2) {
case 1:
if (FreestandSide[idx] == 1)
state->m_feet_yaw = math::normalize_yaw(angle - 58.f);
else
state->m_feet_yaw = math::normalize_yaw(angle + 58.f);
break;
case 0:
if (FreestandSide[idx] == 1)
state->m_feet_yaw = math::normalize_yaw(angle + 58.f);
else
state->m_feet_yaw = math::normalize_yaw(angle - 58.f);
break;
}
}
else {
switch (g::ragebot::m_missed_shots[idx] % 2) {
case 1:
if (FreestandSide[idx] == 1)
state->m_feet_yaw = math::normalize_yaw(angle + 58.f);
else
state->m_feet_yaw = math::normalize_yaw(angle - 58.f);
break;
case 0:
if (FreestandSide[idx] == 1)
state->m_feet_yaw = math::normalize_yaw(angle - 58.f);
else
state->m_feet_yaw = math::normalize_yaw(angle + 58.f);
break;
}
}
}
state->m_feet_yaw = math::normalize_yaw(state->m_feet_yaw);
}