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Resolver.h
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Resolver.h
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#include <array>
#include <string>
#include <deque>
#include <algorithm>
#include "Entities.h"
#include "CommonIncludes.h"
#include "Entities.h"
#include "Vector.h"
#include <map>
#include "Interfaces.h"
#include "Hacks.h"
#include "Hooks.h"
extern int missedLogHits[65];
class ResolverSetup
{
public:
bool didhit;
void FSN(IClientEntity* pEntity, ClientFrameStage_t stage);
bool bruteforceforresolvo();
//used to get the fresh THINGS and the resolve
void lbyresolvevo(IClientEntity * pEntity);
void Auto();
void Pitches(IClientEntity * pEntity);
void OverrideYaw();
void LowerBody(IClientEntity * pEntity);
bool IsFakewalking(IClientEntity * player, int entID);
void nospread_resolve(IClientEntity * player, int entID);
void OverrideResolver(IClientEntity * pEntity);
bool EntityIsValid(int i);
void Resolve2(IClientEntity * pEntity);
void simpleshit(IClientEntity * pEntity);
void LegitAAResolver(IClientEntity * pEntity);
void CM(IClientEntity* pEntity); //cause this is slower than FSN so we are going to get older info and not updated at all ez to compare between etc.
void FSN(IClientEntity * pEntity, ClientFrameStage_t stage, int entID);
void Resolve(IClientEntity* pEntity); //resolve
void NospreadResolve(IClientEntity * pEntity);
void NospreadResolve2(IClientEntity * pEntity);
void ResolverSetup::Resolve3(IClientEntity *pEntity);
void StoreThings(IClientEntity* pEntity);
void StoreThings2(IClientEntity* pEntity);
std::map<int, QAngle>StoredAngles; //y and x lol (stored)
std::map<int, QAngle>NewANgles; //y and x lol (new)
std::map<int, float>storedlby;
std::map<int, float>newlby;
std::map<int, float>storeddelta;
std::map<int, float>newdelta;
std::map<int, float>finaldelta;
std::map<int, float>storedlbydelta;
std::map<int, float>newlbydelta;
std::map<int, float>finallbydelta;
float newsimtime;
float storedsimtime;
bool lbyupdated;
float storedlbyFGE;
float storedanglesFGE;
bool YawResolve2(IClientEntity *player);
bool YawResolve3(IClientEntity *player);
bool YawResolve4(IClientEntity *player);
bool YawResolve5(IClientEntity *player);
bool YawResolve6(IClientEntity *player);
bool YawResolve7(IClientEntity *player);
bool YawResolve8(IClientEntity *player);
bool YawResolve9(IClientEntity *player);
float storedsimtimeFGE;
bool didhitHS;
void StoreFGE(IClientEntity* pEntity);
static ResolverSetup GetInst()
{
static ResolverSetup instance;
return instance;
}
};
namespace Globals
{
extern bool shouldflip;
extern CUserCmd* UserCmd;
extern IClientEntity* Target;
extern int Shots;
extern bool Overriding;
extern bool OverridingYaw;
extern bool change;
extern int TargetID;
extern bool didhitHS;
extern int missedshots;
extern std::map<int, QAngle> storedshit;
}