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Source Code Cheat Pandora.uno (before recode) resolver implemented to festive src.

Newbie HvHer
User ID
33897
Messages
3
Reactions
2
Level
3
Hello! today i am going to free this shit superior pasted resik from pandora.uno(reversed it myself, some stuff might be wrong)
C++:
if (!LatestRecord.m_bIsShooting)
        {
            if (LatestRecord.m_UpdateDelay > 1 /*&& !(pPlayer->GetSequenceActivity(LatestRecord.m_AnimationLayers.at(ROTATE_LEFT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_nSequence) == ANIMATION_LAYER_WEAPON_ACTION)*/)
            {
                // if player on ground
                bool bOnGround = pPlayer->m_PlayerAnimStateCSGO()->m_bOnGround && pPlayer->m_PlayerAnimStateCSGO()->m_flDurationInAir == 0.f;
                float_t flLowerBodyTimer = 0.f;

                // get player angle
                float_t flFeetDelta = Math::AngleNormalize(Math::AngleDiff(Math::AngleNormalize(pPlayer->m_flLowerBodyYaw()), Math::AngleNormalize(pPlayer->m_angEyeAngles().yaw)));
                float_t flDelta = Math::AngleDiff(pPlayer->m_angEyeAngles().yaw, pPlayer->m_PlayerAnimStateCSGO()->m_flFootYaw);

                if (pPlayer->m_PlayerAnimStateCSGO()->m_vecVelocity.Length2D() > 1.0f && bOnGround) // moving
                {
                    if (pPlayer->IsAlive())
                    {
                        if (!(pPlayer->m_fFlags() & FL_ONGROUND))
                        {
                            LatestRecord.m_RotationMode = 0;
                        }

                        LatestRecord.m_bStanding = LatestRecord.m_AnimationLayers[0][3].m_flWeight == 0.0f && LatestRecord.m_AnimationLayers[0][3].m_flCycle == 0.0f;
                        LatestRecord.m_bAnimating = LatestRecord.m_AnimationLayers[0][12].m_flWeight * 1000.f;
                        LatestRecord.m_bMoving = !LatestRecord.m_bAnimating && (LatestRecord.m_AnimationLayers[0][6].m_flWeight * 1000.f) == (PreviousRecord.m_AnimationLayers[0][6].m_flWeight * 1000.f);

                        if ((pPlayer->m_fFlags() & FL_ONGROUND) && (LatestRecord.m_Flags & FL_ONGROUND))
                        {
                            float m_flSpeed = pPlayer->m_vecVelocity().Length2D();
                            if (m_flSpeed > 1.1f)
                            {
                                if (LatestRecord.m_bMoving)
                                {
                                    float_t flLeftDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_LEFT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flLowLeftDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_LOW_LEFT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flLowRightDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_LOW_RIGHT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flRightDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_RIGHT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flCenterDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_CENTER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);

                                    LatestRecord.m_bAnimResolved = false;
                                    {
                                        if (flLeftDelta > flCenterDelta && flLeftDelta > flLowLeftDelta)
                                            LatestRecord.m_RotationMode = ROTATE_LEFT;

                                        if (flRightDelta > flCenterDelta && flRightDelta > flLowRightDelta)
                                            LatestRecord.m_RotationMode = ROTATE_RIGHT;

                                        if (flLowLeftDelta > flLeftDelta && flLowLeftDelta > flCenterDelta)
                                            LatestRecord.m_RotationMode = ROTATE_LOW_LEFT;

                                        if (flLowRightDelta > flRightDelta && flLowRightDelta > flCenterDelta)
                                            LatestRecord.m_RotationMode = ROTATE_LOW_RIGHT;
                                    }
                                    LatestRecord.m_bAnimResolved = true;
                                }
                            }
                        }
                        else if (LatestRecord.m_bStanding)
                        {
                            auto m_flEyeDelta = remainderf(Math::NormalizeAngle(pPlayer->m_angEyeAngles().yaw - pPlayer->m_flLowerBodyYaw ()), 360.f) <= 0.f;
                            if (2 * m_flEyeDelta)
                            {
                                if (2 * m_flEyeDelta == 2)
                                {
                                    LatestRecord.m_RotationMode = -1;
                                }
                            }
                            else
                            {
                                LatestRecord.m_RotationMode = 1;
                            }
                        }
                        pPlayer->m_PlayerAnimStateCSGO()->m_flFootYaw = Math::NormalizeAngle(pPlayer->m_angEyeAngles().yaw + 58.f * LatestRecord.m_RotationMode);
                    }

                    g_sdk.resolver_data.m_AnimResoled[iPlayerID] = LatestRecord.m_bAnimResolved;

                    // change current angle, if shot missed
                    if (LatestRecord.m_RotationMode == g_sdk.resolver_data.m_BruteSide[iPlayerID])
                    {
                        if (g_sdk.resolver_data.m_MissedShots[iPlayerID] > 0)
                        {
                            int iNewRotation = 0;
                            switch (LatestRecord.m_RotationMode)
                            {
                            case ROTATE_LEFT: iNewRotation = ROTATE_RIGHT; break;
                            case ROTATE_RIGHT: iNewRotation = ROTATE_LOW_RIGHT; break;
                            case ROTATE_LOW_RIGHT: iNewRotation = ROTATE_LOW_LEFT; break;
                            case ROTATE_LOW_LEFT: iNewRotation = ROTATE_LEFT; break;
                            }

                            LatestRecord.m_RotationMode = iNewRotation;
                        }
                    }
 
Newbie HvHer
User ID
31569
Messages
6
Reactions
1
Level
2
Hello! today i am going to free this shit superior pasted resik from pandora.uno(reversed it myself, some stuff might be wrong)
C++:
if (!LatestRecord.m_bIsShooting)
        {
            if (LatestRecord.m_UpdateDelay > 1 /*&& !(pPlayer->GetSequenceActivity(LatestRecord.m_AnimationLayers.at(ROTATE_LEFT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_nSequence) == ANIMATION_LAYER_WEAPON_ACTION)*/)
            {
                // if player on ground
                bool bOnGround = pPlayer->m_PlayerAnimStateCSGO()->m_bOnGround && pPlayer->m_PlayerAnimStateCSGO()->m_flDurationInAir == 0.f;
                float_t flLowerBodyTimer = 0.f;

                // get player angle
                float_t flFeetDelta = Math::AngleNormalize(Math::AngleDiff(Math::AngleNormalize(pPlayer->m_flLowerBodyYaw()), Math::AngleNormalize(pPlayer->m_angEyeAngles().yaw)));
                float_t flDelta = Math::AngleDiff(pPlayer->m_angEyeAngles().yaw, pPlayer->m_PlayerAnimStateCSGO()->m_flFootYaw);

                if (pPlayer->m_PlayerAnimStateCSGO()->m_vecVelocity.Length2D() > 1.0f && bOnGround) // moving
                {
                    if (pPlayer->IsAlive())
                    {
                        if (!(pPlayer->m_fFlags() & FL_ONGROUND))
                        {
                            LatestRecord.m_RotationMode = 0;
                        }

                        LatestRecord.m_bStanding = LatestRecord.m_AnimationLayers[0][3].m_flWeight == 0.0f && LatestRecord.m_AnimationLayers[0][3].m_flCycle == 0.0f;
                        LatestRecord.m_bAnimating = LatestRecord.m_AnimationLayers[0][12].m_flWeight * 1000.f;
                        LatestRecord.m_bMoving = !LatestRecord.m_bAnimating && (LatestRecord.m_AnimationLayers[0][6].m_flWeight * 1000.f) == (PreviousRecord.m_AnimationLayers[0][6].m_flWeight * 1000.f);

                        if ((pPlayer->m_fFlags() & FL_ONGROUND) && (LatestRecord.m_Flags & FL_ONGROUND))
                        {
                            float m_flSpeed = pPlayer->m_vecVelocity().Length2D();
                            if (m_flSpeed > 1.1f)
                            {
                                if (LatestRecord.m_bMoving)
                                {
                                    float_t flLeftDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_LEFT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flLowLeftDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_LOW_LEFT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flLowRightDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_LOW_RIGHT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flRightDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_RIGHT).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);
                                    float_t flCenterDelta = fabsf(LatestRecord.m_AnimationLayers.at(ROTATE_CENTER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate - LatestRecord.m_AnimationLayers.at(ROTATE_SERVER).at(ANIMATION_LAYER_MOVEMENT_MOVE).m_flPlaybackRate);

                                    LatestRecord.m_bAnimResolved = false;
                                    {
                                        if (flLeftDelta > flCenterDelta && flLeftDelta > flLowLeftDelta)
                                            LatestRecord.m_RotationMode = ROTATE_LEFT;

                                        if (flRightDelta > flCenterDelta && flRightDelta > flLowRightDelta)
                                            LatestRecord.m_RotationMode = ROTATE_RIGHT;

                                        if (flLowLeftDelta > flLeftDelta && flLowLeftDelta > flCenterDelta)
                                            LatestRecord.m_RotationMode = ROTATE_LOW_LEFT;

                                        if (flLowRightDelta > flRightDelta && flLowRightDelta > flCenterDelta)
                                            LatestRecord.m_RotationMode = ROTATE_LOW_RIGHT;
                                    }
                                    LatestRecord.m_bAnimResolved = true;
                                }
                            }
                        }
                        else if (LatestRecord.m_bStanding)
                        {
                            auto m_flEyeDelta = remainderf(Math::NormalizeAngle(pPlayer->m_angEyeAngles().yaw - pPlayer->m_flLowerBodyYaw ()), 360.f) <= 0.f;
                            if (2 * m_flEyeDelta)
                            {
                                if (2 * m_flEyeDelta == 2)
                                {
                                    LatestRecord.m_RotationMode = -1;
                                }
                            }
                            else
                            {
                                LatestRecord.m_RotationMode = 1;
                            }
                        }
                        pPlayer->m_PlayerAnimStateCSGO()->m_flFootYaw = Math::NormalizeAngle(pPlayer->m_angEyeAngles().yaw + 58.f * LatestRecord.m_RotationMode);
                    }

                    g_sdk.resolver_data.m_AnimResoled[iPlayerID] = LatestRecord.m_bAnimResolved;

                    // change current angle, if shot missed
                    if (LatestRecord.m_RotationMode == g_sdk.resolver_data.m_BruteSide[iPlayerID])
                    {
                        if (g_sdk.resolver_data.m_MissedShots[iPlayerID] > 0)
                        {
                            int iNewRotation = 0;
                            switch (LatestRecord.m_RotationMode)
                            {
                            case ROTATE_LEFT: iNewRotation = ROTATE_RIGHT; break;
                            case ROTATE_RIGHT: iNewRotation = ROTATE_LOW_RIGHT; break;
                            case ROTATE_LOW_RIGHT: iNewRotation = ROTATE_LOW_LEFT; break;
                            case ROTATE_LOW_LEFT: iNewRotation = ROTATE_LEFT; break;
                            }

                            LatestRecord.m_RotationMode = iNewRotation;
                        }
                    }
where should i put this
 

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