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>SetAbsAngles

float AntiAim::get_max_desync_delta() {

    auto animstate = uintptr_t(g_LocalPlayer->GetPlayerAnimState());
    QAngle yawfeetdelta = g_LocalPlayer->GetBaseEntity()->GetAbsAngles();
    yawfeetdelta.yaw = g_LocalPlayer->GetPlayerAnimState()->m_flGoalFeetYaw - g_LocalPlayer->GetPlayerAnimState()->m_flEyeYaw;
    Math::NormalizeAngles(yawfeetdelta);

    QAngle an = g_LocalPlayer->GetAbsAngles();
    an.yaw = g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw;
    g_LocalPlayer->SetAbsAngles(an);
    float flYaw = an.yaw;

    float v47 = g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw;
    float pes = 360; float v146 = 360;
    if (v47 >= -360.0)
    {
        pes = fminf(v47, 360);
        v146 = pes;
    }

    float v155 = fmod(yawfeetdelta.yaw, 360.0);
    if (flYaw <= v146)
    {
        if (v155 <= -180.0)
            yawfeetdelta.yaw = v155 + 360, 0;
    }
    else if (v155 >= 180.0)
    {
        yawfeetdelta.yaw = v155 - 360, 0;
    }


    // g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw;


    float rate = 180;
    float duckammount = *(float *)(animstate + 0xA4);
    float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));
    float speedfactor;
    if (speedfraction >= 0.0)
        speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));
    else
        speedfactor = 0.0f;

    float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
    float unk2 = unk1 + 1.f;
    if (duckammount > 0) {

        unk2 += ((duckammount * speedfactor) * (0.5f - unk2));

    }


    int maxrot = g_LocalPlayer->GetPlayerAnimState()->m_flGoalFeetYaw  * unk2;
    int invrot = g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw  * unk2;
    DWORDLONG(xmmword_10BF8550);

    if (yawfeetdelta.yaw <= maxrot)
    {
        if (invrot > yawfeetdelta.yaw)
            *(float *)(animstate + 0x80) = *reinterpret_cast<float*>(DWORD(invrot) & xmmword_10BF8550) + flYaw;
    }
    else
    {
        *(float *)(animstate + 0x80) = flYaw - (*reinterpret_cast<float*>(DWORD(maxrot) & xmmword_10BF8550));// prevent these
    }
    QAngle gfeet2 = g_LocalPlayer->GetBaseEntity()->GetAbsAngles();
    gfeet2.yaw = fmod(*(float *)(animstate + 0x80), 360);
    QAngle gfeet = g_LocalPlayer->GetBaseEntity()->GetAbsAngles();
    gfeet.yaw = fmod(*(float *)(animstate + 0x80), 360);
    Math::ClampAngles(gfeet);

    if (gfeet2.yaw > 180, 0)
        gfeet.yaw = gfeet2.yaw - 360;
    if (gfeet.yaw < -180.0)
        gfeet.yaw = gfeet.yaw + 360;
    //v60 = *(float *)(v3 + 220);
    float feetg = gfeet.yaw;
    //g_LocalPlayer->GetPlayerAnimState()->m_flCurrentFeetYaw() = gfeet.yaw;



    return feetg;

}