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;
}
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;
}