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  1. #1
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    Question Paste Knife Changer Fix?

    So in a paste I have a legit version and I noticed that to have the knife changer fully working I needed to keep the antiantiaim file in.
    I want a knife changer but don't want to keep the code from the anti aim.
    So I tried remove the anti Aim parts the from code and it just broke it again, Is there any fix?
    Thanks
    Code W/o AA
    Code:
    RecvVarProxyFn oRecvnModelIndex;
    
    void Hooked_RecvProxy_Viewmodel(CRecvProxyData *pData, void *pStruct, void *pOut)
    {
    	// Get the knife view model id's
    	int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl");
    	int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl");
    	int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
    	int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
    	int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
    	int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
    	int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
    	int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
    	int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
    	int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
    	int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
    	int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
    
    	int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");
    
    	// Get local player (just to stop replacing spectators knifes)
    	IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    	if (Menu::Window.SkinTab.SkinEnable.GetState() && pLocal)
    	{
    		// If we are alive and holding a default knife(if we already have a knife don't worry about changing)
    		if (pLocal->IsAlive() && (
    			pData->m_Value.m_Int == default_t ||
    			pData->m_Value.m_Int == default_ct ||
    			pData->m_Value.m_Int == iBayonet ||
    			pData->m_Value.m_Int == iButterfly ||
    			pData->m_Value.m_Int == iFlip ||
    			pData->m_Value.m_Int == iGunGame ||
    			pData->m_Value.m_Int == iGut ||
    			pData->m_Value.m_Int == iKarambit ||
    			pData->m_Value.m_Int == iM9Bayonet ||
    			pData->m_Value.m_Int == iHuntsman ||
    			pData->m_Value.m_Int == iFalchion ||
    			pData->m_Value.m_Int == iDagger ||
    			pData->m_Value.m_Int == iBowie))
    		{
    			// Set whatever knife we want
    			if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 0)
    				pData->m_Value.m_Int = iBayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 1)
    				pData->m_Value.m_Int = iBowie;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 2)
    				pData->m_Value.m_Int = iButterfly;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 3)
    				pData->m_Value.m_Int = iFalchion;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 4)
    				pData->m_Value.m_Int = iFlip;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 5)
    				pData->m_Value.m_Int = iGut;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 6)
    				pData->m_Value.m_Int = iHuntsman;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 7)
    				pData->m_Value.m_Int = iKarambit;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 8)
    				pData->m_Value.m_Int = iM9Bayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 9)
    				pData->m_Value.m_Int = iDagger;
    		}
    	}
    
    	// Carry on the to original proxy
    	oRecvnModelIndex(pData, pStruct, pOut);
    }
    Code With AA that works
    Code:
    int Globals::Shots = 0;
    bool Globals::change;
    CUserCmd* Globals::UserCmd;
    int Globals::TargetID;
    IClientEntity* Globals::Target;
    float YawDelta[64];
    float reset[64];
    float Delta[64];
    float OldLowerBodyYaw[64];
    float Resolved_angles[64];
    int iSmart;
    static int jitter = -1;
    
    /* void LowerBodyYawFix(int CurrentTarget)
    {
    	IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    	if (!pLocal) return;
    	if (pLocal->GetClientClass()->m_ClassID != SourceEngine::EClassIds::CCSPlayer) return;
    	auto pCSPlayer = pLocal->GetEyeAnglesXY();
    	if (!pLocal->IsAlive() || !pLocal->GetWeaponHandle()) return;
    	if (pCSPlayer == GetLocalPlayer()) return;
    
    	auto EyeAngles = pLocal->GetEyeAngles();
    	if (pLocal->GetVelocity().Length() > 1 && (pLocal->GetFlags() & FL_ONGROUND)
    		EyeAngles->y = pCSPlayer->GetLowerBodyYawTarget();
    
    	// PoseParam when speed > 80.0f
    } */
    
    void Resolver()
    {
    	// This is basically a bruteforce resolver
    	IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    
    	for (int i = 0; i < Interfaces::Engine->GetMaxClients(); ++i)
    	{
    		IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
    
    		if (!pEntity || pEntity->IsDormant() || !pEntity->IsAlive())
    			continue;
    
    		if (pEntity->GetTeamNum() == pLocal->GetTeamNum() || !pLocal->IsAlive())
    			continue;
    
    		Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
    
    		if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex()  || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex())
    		{
    			if (pEntity != Globals::Target) continue;
    
    			Vector AimAngle;
    			CalcAngleYawOnly(pEntity->GetEyePosition(), pLocal->GetAbsOrigin2(), AimAngle);
    			NormalizeVector(AimAngle);
    			static float StoredYaw = 0;
    			static bool bLowerBodyIsUpdated = false;
    			if (pEntity->GetLowerBodyYaw() != StoredYaw) bLowerBodyIsUpdated = true;
    			else bLowerBodyIsUpdated = false;
    			if (bLowerBodyIsUpdated) StoredYaw = pEntity->GetLowerBodyYaw();
    			if (pEntity->GetFlags() & FL_ONGROUND && pEntity->GetVelocity().Length2D() != 0) eyeAngles->y = pEntity->GetLowerBodyYaw();
    			else
    			{
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 1)
    				{
    					int num = Globals::Shots % 9;
    					switch (num) {
    					case 0:eyeAngles->y = pEntity->GetLowerBodyYaw() + 180; break;
    					case 1:eyeAngles->y = pEntity->GetLowerBodyYaw() - 90; break;
    					case 2:eyeAngles->y = pEntity->GetLowerBodyYaw() + 90; break;
    					case 3:eyeAngles->y = pEntity->GetLowerBodyYaw() + 179.95; break;
    					case 4:eyeAngles->y = pEntity->GetLowerBodyYaw() - 179.95; break;
    					case 5:eyeAngles->y = pEntity->GetLowerBodyYaw() + 40; break;
    					case 6:eyeAngles->y = pEntity->GetLowerBodyYaw() + 30; break;
    					case 7:eyeAngles->y = pEntity->GetLowerBodyYaw() - 30; break;
    					case 8:eyeAngles->y = pEntity->GetLowerBodyYaw() + 15; break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 2)
    				{
    					int num = Globals::Shots % 4;
    					switch (num) {
    					case 1:eyeAngles->y = pEntity->GetLowerBodyYaw() - 15; break;
    					case 2:eyeAngles->y = pEntity->GetLowerBodyYaw() + 40; break;
    					case 3:eyeAngles->y = pEntity->GetLowerBodyYaw() - 40; break;
    					case 4:eyeAngles->y = pEntity->GetLowerBodyYaw() + 15; break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 3 && eyeAngles->y != pEntity->GetLowerBodyYaw())
    				{
    					int value = (iSmart) % 13;
    					switch (value) {
    					case 0: eyeAngles->y += 0.0f; break;
    					case 1: eyeAngles->y += 10; break;
    					case 2: eyeAngles->y += 20; break;
    					case 3: eyeAngles->y += 30; break;
    					case 4: eyeAngles->y += 40; break;
    					case 5: eyeAngles->y += 50; break;
    					case 6: eyeAngles->y += 60; break;
    					case 7: eyeAngles->y += 70; break;
    					case 8: eyeAngles->y += 80; break;
    					case 9: eyeAngles->y += 90; break;
    					case 10: eyeAngles->y += 100; break;
    					case 11: eyeAngles->y += 110; break;
    					case 12: eyeAngles->y += 120; break;
    					case 13: eyeAngles->y += 130; break;
    					case 14: eyeAngles->y += 140; break;
    					case 15: eyeAngles->y += 150; break;
    					case 16: eyeAngles->y += 160; break;
    					case 17: eyeAngles->y += 170; break;
    					case 18: eyeAngles->y += 180; break;
    					case 19: eyeAngles->y += 190; break;
    					case 20: eyeAngles->y += 200; break;
    					case 21: eyeAngles->y += 210; break;
    					case 22: eyeAngles->y += 220; break;
    					case 23: eyeAngles->y += 230; break;
    					case 24: eyeAngles->y += 240; break;
    					case 25: eyeAngles->y += 250; break;
    					case 26: eyeAngles->y += 260; break;
    					case 27: eyeAngles->y += 270; break;
    					case 28: eyeAngles->y += 280; break;
    					case 29: eyeAngles->y += 290; break;
    					case 30: eyeAngles->y += 300; break;
    					case 31: eyeAngles->y += 310; break;
    					case 32: eyeAngles->y += 320; break;
    					case 33: eyeAngles->y += 330; break;
    					case 34: eyeAngles->y += 340; break;
    					case 35: eyeAngles->y += 350; break;
    					case 36: eyeAngles->y += 360; break;
    					case 37: eyeAngles->y += 0.0f; break;
    					case 38: eyeAngles->y -= 10; break;
    					case 39: eyeAngles->y -= 20; break;
    					case 40: eyeAngles->y -= 30; break;
    					case 41: eyeAngles->y -= 40; break;
    					case 42: eyeAngles->y -= 50; break;
    					case 43: eyeAngles->y -= 60; break;
    					case 44: eyeAngles->y -= 70; break;
    					case 45: eyeAngles->y -= 80; break;
    					case 46: eyeAngles->y -= 90; break;
    					case 47: eyeAngles->y -= 100; break;
    					case 48: eyeAngles->y -= 110; break;
    					case 49: eyeAngles->y -= 120; break;
    					case 50: eyeAngles->y -= 130; break;
    					case 51: eyeAngles->y -= 140; break;
    					case 52: eyeAngles->y -= 150; break;
    					case 53: eyeAngles->y -= 160; break;
    					case 54: eyeAngles->y -= 170; break;
    					case 55: eyeAngles->y -= 180; break;
    					case 56: eyeAngles->y -= 190; break;
    					case 57: eyeAngles->y -= 200; break;
    					case 58: eyeAngles->y -= 210; break;
    					case 59: eyeAngles->y -= 220; break;
    					case 60: eyeAngles->y -= 230; break;
    					case 61: eyeAngles->y -= 240; break;
    					case 62: eyeAngles->y -= 250; break;
    					case 63: eyeAngles->y -= 260; break;
    					case 64: eyeAngles->y -= 270; break;
    					case 65: eyeAngles->y -= 280; break;
    					case 66: eyeAngles->y -= 290; break;
    					case 67: eyeAngles->y -= 300; break;
    					case 68: eyeAngles->y -= 310; break;
    					case 69: eyeAngles->y -= 320; break;
    					case 70: eyeAngles->y -= 330; break;
    					case 71: eyeAngles->y -= 340; break;
    					case 72: eyeAngles->y -= 350; break;
    					case 73: eyeAngles->y -= 360; break;
    						if (jitter)
    							eyeAngles->y += 90;
    						else
    							eyeAngles->y + 90;
    						break;
    						if (jitter)
    							eyeAngles->y -= 90;
    						else
    							eyeAngles->y = -90;
    						break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 4)
    				{
    					int num = Globals::Shots % 5;
    					switch (num) {
    					case 0:eyeAngles->y = AimAngle.y - 0; break;
    					case 1:eyeAngles->y = AimAngle.y - 15; break;
    					case 2:eyeAngles->y = AimAngle.y + 40; break;
    					case 3:eyeAngles->y = AimAngle.y - 40; break;
    					case 4:eyeAngles->y = AimAngle.y + 15; break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 5)
    				{
    					for (int i = 0; i < 64; ++i)
    					{
    						IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);
    
    						if (!ent || !ent->IsAlive())
    							continue;
    
    						*(float*)((uintptr_t)ent + 0xAA08 + 4) += Delta[i];
    						reset[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    
    						float LowerBodyYaw = *(float*)((uintptr_t)ent + 0x39F8);
    
    						if (OldLowerBodyYaw[i] != LowerBodyYaw)
    						{
    							YawDelta[i] = reset[i] - LowerBodyYaw;
    							OldLowerBodyYaw[i] = LowerBodyYaw;
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = LowerBodyYaw;
    						}
    						else
    						{
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = reset[i] - YawDelta[i];
    
    							while (*(float*)((uintptr_t)ent + 0xAA08 + 4) < -180.0f)
    								*(float*)((uintptr_t)ent + 0xAA08 + 4) += 360.0f;
    
    							while (*(float*)((uintptr_t)ent + 0xAA08 + 4) > 180.0f)
    								*(float*)((uintptr_t)ent + 0xAA08 + 4) -= 360.0f;
    						}
    						Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 6)
    				{
    					IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);
    
    					for (int i = 0; i < 32; i++) {
    						if (!pEntity || !pEntity->IsAlive() || !(pEntity->GetEyeAngles().y >= 85.f && pEntity->GetEyeAngles().y <= 89.f))
    							continue;
    
    						float CurYaw = pEntity->GetLowerBodyYaw();
    						if (OldLowerBodyYaw[i] != CurYaw) {
    							Delta[i] = pEntity->GetEyeAngles().y - CurYaw;
    							OldLowerBodyYaw[i] = CurYaw;
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = CurYaw;
    							continue;
    						}
    						else {
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = pEntity->GetEyeAngles().y - Delta[i];
    						}
    
    						float yClamped = pEntity->GetEyeAngles().y;
    						while (yClamped < -180.0f)
    							yClamped += 360.0f;
    
    						while (yClamped > 180.0f)
    							yClamped -= 360.0f;
    						*(float*)((uintptr_t)ent + 0xAA08 + 4) = yClamped;
    					}
    					Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 7)
    				{
    					IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);
    
    					for (int i = 0; i < 64; i++) {
    						if (!pEntity || !pEntity->IsAlive() || !(pEntity->GetEyeAngles().y >= 85.f && pEntity->GetEyeAngles().y <= 89.f))
    							continue;
    
    						float CurYaw = pEntity->GetLowerBodyYaw();
    						if (OldLowerBodyYaw[i] != CurYaw) {
    							Delta[i] = pEntity->GetEyeAngles().y - CurYaw;
    							OldLowerBodyYaw[i] = CurYaw;
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = CurYaw;
    							continue;
    						}
    						else {
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = pEntity->GetEyeAngles().y - Delta[i];
    						}
    
    						float yClamped = pEntity->GetEyeAngles().y;
    						while (yClamped < -180.0f)
    							yClamped += 360.0f;
    
    						while (yClamped > 180.0f)
    							yClamped -= 360.0f;
    						*(float*)((uintptr_t)ent + 0xAA08 + 4) = yClamped;
    					}
    					Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    				}
    				
    				/* if (Menu::Window.RageBotTab.AccuracyResolver.GetState() == 4 && eyeAngles->y != pEntity->GetLowerBodyYaw())
    				{
    				int num = Globals::Shots % 9;
    				switch (num) {
    				case 0:eyeAngles->y = AimAngle.y - 0; break;
    				case 1:eyeAngles->y = AimAngle.y + 45; break;
    				case 2:eyeAngles->y = AimAngle.y + 90; break;
    				case 3:eyeAngles->y = AimAngle.y + 135; break;
    				case 4:eyeAngles->y = AimAngle.y + 180; break;
    				case 5:eyeAngles->y = AimAngle.y + 225; break;
    				case 6:eyeAngles->y = AimAngle.y + 270; break;
    				case 7:eyeAngles->y = AimAngle.y + 315; break;
    				case 8:eyeAngles->y = AimAngle.y + 360; break;
    				}
    				} */
    			}
    
    
    
    			// Pitch Resolver
    			if (Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
    			{
    				std::string strPitch = std::to_string(eyeAngles->x);
    
    				if (eyeAngles->x < -179.f) eyeAngles->x += 360.f;
    				else if (eyeAngles->x > 90.0 || eyeAngles->x < -90.0) eyeAngles->x = 89.f;
    				else if (eyeAngles->x > 89.0 && eyeAngles->x < 91.0) eyeAngles->x -= 90.f;
    				else if (eyeAngles->x > 179.0 && eyeAngles->x < 181.0) eyeAngles->x -= 180;
    				else if (eyeAngles->x > -179.0 && eyeAngles->x < -181.0) eyeAngles->x += 180;
    				else if (fabs(eyeAngles->x) == 0) eyeAngles->x = std::copysign(89.0f, eyeAngles->x);
    
    			}
    		}
    	}
    }
    
    void FixY(const CRecvProxyData *pData, void *pStruct, void *pOut) // Resolver for Yaw
    {
    	static Vector vLast[65];
    	static bool bShotLastTime[65];
    	static bool bJitterFix[65];
    
    	float *flPitch = (float*)((DWORD)pOut - 4);
    	float flYaw = pData->m_Value.m_Float;
    	bool bHasAA;
    	bool bSpinbot;
    
    	if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex())
    	{
    		bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
    		bSpinbot = false;
    
    		if (!bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
    			&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f) && !bHasAA)
    		{
    			flYaw = vLast[((IClientEntity*)(pStruct))->GetIndex()].y;
    			bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
    		}
    		else
    		{
    			if (bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
    				&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f))
    			{
    				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
    				bSpinbot = true;
    			}
    			else
    			{
    				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = false;
    			}
    		}
    
    		vLast[((IClientEntity*)(pStruct))->GetIndex()].y = flYaw;
    
    
    		bool bTmp = bJitterFix[((IClientEntity*)(pStruct))->GetIndex()];
    
    		bJitterFix[((IClientEntity*)(pStruct))->GetIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);
    
    		if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
    		{
    			flYaw += 359.0f;
    		}
    	}
    
    	*(float*)(pOut) = flYaw;
    }
    
    // Resolver for Pitch
    void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut) // Clamp other player angles to fix fakedown or lisp
    {
    	float* ang = (float*)pOut;
    	*ang = pData->m_Value.m_Float;
    
    	if (!Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() || !Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex()) return;
    
    	if (pData->m_Value.m_Float > 180.0f)
    		*ang -= 360.0f;
    	else if (pData->m_Value.m_Float < -180.0f)
    		*ang += 360.0f;
    
    	if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
    		*ang -= 90.0f;
    	else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
    		*ang += 90.0f;
    }
    
    RecvVarProxyFn oRecvnModelIndex;
    
    void Hooked_RecvProxy_Viewmodel(CRecvProxyData *pData, void *pStruct, void *pOut)
    {
    	// Get the knife view model id's
    	int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl");
    	int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl");
    	int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
    	int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
    	int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
    	int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
    	int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
    	int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
    	int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
    	int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
    	int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
    	int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
    
    	int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");
    
    	// Get local player (just to stop replacing spectators knifes)
    	IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    	if (Menu::Window.SkinTab.SkinEnable.GetState() && pLocal)
    	{
    		// If we are alive and holding a default knife(if we already have a knife don't worry about changing)
    		if (pLocal->IsAlive() && (
    			pData->m_Value.m_Int == default_t ||
    			pData->m_Value.m_Int == default_ct ||
    			pData->m_Value.m_Int == iBayonet ||
    			pData->m_Value.m_Int == iButterfly ||
    			pData->m_Value.m_Int == iFlip ||
    			pData->m_Value.m_Int == iGunGame ||
    			pData->m_Value.m_Int == iGut ||
    			pData->m_Value.m_Int == iKarambit ||
    			pData->m_Value.m_Int == iM9Bayonet ||
    			pData->m_Value.m_Int == iHuntsman ||
    			pData->m_Value.m_Int == iFalchion ||
    			pData->m_Value.m_Int == iDagger ||
    			pData->m_Value.m_Int == iBowie))
    		{
    			// Set whatever knife we want
    			if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 0)
    				pData->m_Value.m_Int = iBayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 1)
    				pData->m_Value.m_Int = iBowie;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 2)
    				pData->m_Value.m_Int = iButterfly;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 3)
    				pData->m_Value.m_Int = iFalchion;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 4)
    				pData->m_Value.m_Int = iFlip;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 5)
    				pData->m_Value.m_Int = iGut;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 6)
    				pData->m_Value.m_Int = iHuntsman;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 7)
    				pData->m_Value.m_Int = iKarambit;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 8)
    				pData->m_Value.m_Int = iM9Bayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 9)
    				pData->m_Value.m_Int = iDagger;
    		}
    	}
    
    	// Carry on the to original proxy
    	oRecvnModelIndex(pData, pStruct, pOut);
    }
    
    void ApplyAAAHooks()
    {
    	ClientClass *pClass = Interfaces::Client->GetAllClasses();
    	while (pClass)
    	{
    		const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
    		if (!strcmp(pszName, "DT_CSPlayer"))
    		{
    			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
    			{
    				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
    				const char *name = pProp->m_pVarName;
    
    				// Pitch Fix
    				if (!strcmp(name, "m_angEyeAngles[0]"))
    				{
    					pProp->m_ProxyFn = FixX;
    				}
    
    				// Yaw Fix
    				if (!strcmp(name, "m_angEyeAngles[1]"))
    				{
    					Utilities::Log("Yaw Fix Applied");
    					pProp->m_ProxyFn = FixY;
    				}
    			}
    		}
    		else if (!strcmp(pszName, "DT_BaseViewModel"))
    		{
    			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
    			{
    				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
    				const char *name = pProp->m_pVarName;
    
    				// Knives
    				if (!strcmp(name, "m_nModelIndex"))
    				{
    					oRecvnModelIndex = (RecvVarProxyFn)pProp->m_ProxyFn;
    					pProp->m_ProxyFn = Hooked_RecvProxy_Viewmodel;
    				}
    			}
    		}
    		pClass = pClass->m_pNext;
    	}
    }
    paypal.me/xvns
    donate to help me out <3

  2. #2
    notham123's Avatar
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    Quote Originally Posted by flowwwww View Post
    So in a paste I have a legit version and I noticed that to have the knife changer fully working I needed to keep the antiantiaim file in.
    I want a knife changer but don't want to keep the code from the anti aim.
    So I tried remove the anti Aim parts the from code and it just broke it again, Is there any fix?
    Thanks
    Code W/o AA
    Code:
    RecvVarProxyFn oRecvnModelIndex;
    
    void Hooked_RecvProxy_Viewmodel(CRecvProxyData *pData, void *pStruct, void *pOut)
    {
    	// Get the knife view model id's
    	int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl");
    	int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl");
    	int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
    	int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
    	int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
    	int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
    	int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
    	int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
    	int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
    	int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
    	int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
    	int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
    
    	int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");
    
    	// Get local player (just to stop replacing spectators knifes)
    	IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    	if (Menu::Window.SkinTab.SkinEnable.GetState() && pLocal)
    	{
    		// If we are alive and holding a default knife(if we already have a knife don't worry about changing)
    		if (pLocal->IsAlive() && (
    			pData->m_Value.m_Int == default_t ||
    			pData->m_Value.m_Int == default_ct ||
    			pData->m_Value.m_Int == iBayonet ||
    			pData->m_Value.m_Int == iButterfly ||
    			pData->m_Value.m_Int == iFlip ||
    			pData->m_Value.m_Int == iGunGame ||
    			pData->m_Value.m_Int == iGut ||
    			pData->m_Value.m_Int == iKarambit ||
    			pData->m_Value.m_Int == iM9Bayonet ||
    			pData->m_Value.m_Int == iHuntsman ||
    			pData->m_Value.m_Int == iFalchion ||
    			pData->m_Value.m_Int == iDagger ||
    			pData->m_Value.m_Int == iBowie))
    		{
    			// Set whatever knife we want
    			if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 0)
    				pData->m_Value.m_Int = iBayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 1)
    				pData->m_Value.m_Int = iBowie;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 2)
    				pData->m_Value.m_Int = iButterfly;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 3)
    				pData->m_Value.m_Int = iFalchion;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 4)
    				pData->m_Value.m_Int = iFlip;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 5)
    				pData->m_Value.m_Int = iGut;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 6)
    				pData->m_Value.m_Int = iHuntsman;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 7)
    				pData->m_Value.m_Int = iKarambit;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 8)
    				pData->m_Value.m_Int = iM9Bayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 9)
    				pData->m_Value.m_Int = iDagger;
    		}
    	}
    
    	// Carry on the to original proxy
    	oRecvnModelIndex(pData, pStruct, pOut);
    }
    Code With AA that works
    Code:
    int Globals::Shots = 0;
    bool Globals::change;
    CUserCmd* Globals::UserCmd;
    int Globals::TargetID;
    IClientEntity* Globals::Target;
    float YawDelta[64];
    float reset[64];
    float Delta[64];
    float OldLowerBodyYaw[64];
    float Resolved_angles[64];
    int iSmart;
    static int jitter = -1;
    
    /* void LowerBodyYawFix(int CurrentTarget)
    {
    	IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    	if (!pLocal) return;
    	if (pLocal->GetClientClass()->m_ClassID != SourceEngine::EClassIds::CCSPlayer) return;
    	auto pCSPlayer = pLocal->GetEyeAnglesXY();
    	if (!pLocal->IsAlive() || !pLocal->GetWeaponHandle()) return;
    	if (pCSPlayer == GetLocalPlayer()) return;
    
    	auto EyeAngles = pLocal->GetEyeAngles();
    	if (pLocal->GetVelocity().Length() > 1 && (pLocal->GetFlags() & FL_ONGROUND)
    		EyeAngles->y = pCSPlayer->GetLowerBodyYawTarget();
    
    	// PoseParam when speed > 80.0f
    } */
    
    void Resolver()
    {
    	// This is basically a bruteforce resolver
    	IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    
    	for (int i = 0; i < Interfaces::Engine->GetMaxClients(); ++i)
    	{
    		IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
    
    		if (!pEntity || pEntity->IsDormant() || !pEntity->IsAlive())
    			continue;
    
    		if (pEntity->GetTeamNum() == pLocal->GetTeamNum() || !pLocal->IsAlive())
    			continue;
    
    		Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
    
    		if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex()  || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex())
    		{
    			if (pEntity != Globals::Target) continue;
    
    			Vector AimAngle;
    			CalcAngleYawOnly(pEntity->GetEyePosition(), pLocal->GetAbsOrigin2(), AimAngle);
    			NormalizeVector(AimAngle);
    			static float StoredYaw = 0;
    			static bool bLowerBodyIsUpdated = false;
    			if (pEntity->GetLowerBodyYaw() != StoredYaw) bLowerBodyIsUpdated = true;
    			else bLowerBodyIsUpdated = false;
    			if (bLowerBodyIsUpdated) StoredYaw = pEntity->GetLowerBodyYaw();
    			if (pEntity->GetFlags() & FL_ONGROUND && pEntity->GetVelocity().Length2D() != 0) eyeAngles->y = pEntity->GetLowerBodyYaw();
    			else
    			{
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 1)
    				{
    					int num = Globals::Shots % 9;
    					switch (num) {
    					case 0:eyeAngles->y = pEntity->GetLowerBodyYaw() + 180; break;
    					case 1:eyeAngles->y = pEntity->GetLowerBodyYaw() - 90; break;
    					case 2:eyeAngles->y = pEntity->GetLowerBodyYaw() + 90; break;
    					case 3:eyeAngles->y = pEntity->GetLowerBodyYaw() + 179.95; break;
    					case 4:eyeAngles->y = pEntity->GetLowerBodyYaw() - 179.95; break;
    					case 5:eyeAngles->y = pEntity->GetLowerBodyYaw() + 40; break;
    					case 6:eyeAngles->y = pEntity->GetLowerBodyYaw() + 30; break;
    					case 7:eyeAngles->y = pEntity->GetLowerBodyYaw() - 30; break;
    					case 8:eyeAngles->y = pEntity->GetLowerBodyYaw() + 15; break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 2)
    				{
    					int num = Globals::Shots % 4;
    					switch (num) {
    					case 1:eyeAngles->y = pEntity->GetLowerBodyYaw() - 15; break;
    					case 2:eyeAngles->y = pEntity->GetLowerBodyYaw() + 40; break;
    					case 3:eyeAngles->y = pEntity->GetLowerBodyYaw() - 40; break;
    					case 4:eyeAngles->y = pEntity->GetLowerBodyYaw() + 15; break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 3 && eyeAngles->y != pEntity->GetLowerBodyYaw())
    				{
    					int value = (iSmart) % 13;
    					switch (value) {
    					case 0: eyeAngles->y += 0.0f; break;
    					case 1: eyeAngles->y += 10; break;
    					case 2: eyeAngles->y += 20; break;
    					case 3: eyeAngles->y += 30; break;
    					case 4: eyeAngles->y += 40; break;
    					case 5: eyeAngles->y += 50; break;
    					case 6: eyeAngles->y += 60; break;
    					case 7: eyeAngles->y += 70; break;
    					case 8: eyeAngles->y += 80; break;
    					case 9: eyeAngles->y += 90; break;
    					case 10: eyeAngles->y += 100; break;
    					case 11: eyeAngles->y += 110; break;
    					case 12: eyeAngles->y += 120; break;
    					case 13: eyeAngles->y += 130; break;
    					case 14: eyeAngles->y += 140; break;
    					case 15: eyeAngles->y += 150; break;
    					case 16: eyeAngles->y += 160; break;
    					case 17: eyeAngles->y += 170; break;
    					case 18: eyeAngles->y += 180; break;
    					case 19: eyeAngles->y += 190; break;
    					case 20: eyeAngles->y += 200; break;
    					case 21: eyeAngles->y += 210; break;
    					case 22: eyeAngles->y += 220; break;
    					case 23: eyeAngles->y += 230; break;
    					case 24: eyeAngles->y += 240; break;
    					case 25: eyeAngles->y += 250; break;
    					case 26: eyeAngles->y += 260; break;
    					case 27: eyeAngles->y += 270; break;
    					case 28: eyeAngles->y += 280; break;
    					case 29: eyeAngles->y += 290; break;
    					case 30: eyeAngles->y += 300; break;
    					case 31: eyeAngles->y += 310; break;
    					case 32: eyeAngles->y += 320; break;
    					case 33: eyeAngles->y += 330; break;
    					case 34: eyeAngles->y += 340; break;
    					case 35: eyeAngles->y += 350; break;
    					case 36: eyeAngles->y += 360; break;
    					case 37: eyeAngles->y += 0.0f; break;
    					case 38: eyeAngles->y -= 10; break;
    					case 39: eyeAngles->y -= 20; break;
    					case 40: eyeAngles->y -= 30; break;
    					case 41: eyeAngles->y -= 40; break;
    					case 42: eyeAngles->y -= 50; break;
    					case 43: eyeAngles->y -= 60; break;
    					case 44: eyeAngles->y -= 70; break;
    					case 45: eyeAngles->y -= 80; break;
    					case 46: eyeAngles->y -= 90; break;
    					case 47: eyeAngles->y -= 100; break;
    					case 48: eyeAngles->y -= 110; break;
    					case 49: eyeAngles->y -= 120; break;
    					case 50: eyeAngles->y -= 130; break;
    					case 51: eyeAngles->y -= 140; break;
    					case 52: eyeAngles->y -= 150; break;
    					case 53: eyeAngles->y -= 160; break;
    					case 54: eyeAngles->y -= 170; break;
    					case 55: eyeAngles->y -= 180; break;
    					case 56: eyeAngles->y -= 190; break;
    					case 57: eyeAngles->y -= 200; break;
    					case 58: eyeAngles->y -= 210; break;
    					case 59: eyeAngles->y -= 220; break;
    					case 60: eyeAngles->y -= 230; break;
    					case 61: eyeAngles->y -= 240; break;
    					case 62: eyeAngles->y -= 250; break;
    					case 63: eyeAngles->y -= 260; break;
    					case 64: eyeAngles->y -= 270; break;
    					case 65: eyeAngles->y -= 280; break;
    					case 66: eyeAngles->y -= 290; break;
    					case 67: eyeAngles->y -= 300; break;
    					case 68: eyeAngles->y -= 310; break;
    					case 69: eyeAngles->y -= 320; break;
    					case 70: eyeAngles->y -= 330; break;
    					case 71: eyeAngles->y -= 340; break;
    					case 72: eyeAngles->y -= 350; break;
    					case 73: eyeAngles->y -= 360; break;
    						if (jitter)
    							eyeAngles->y += 90;
    						else
    							eyeAngles->y + 90;
    						break;
    						if (jitter)
    							eyeAngles->y -= 90;
    						else
    							eyeAngles->y = -90;
    						break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 4)
    				{
    					int num = Globals::Shots % 5;
    					switch (num) {
    					case 0:eyeAngles->y = AimAngle.y - 0; break;
    					case 1:eyeAngles->y = AimAngle.y - 15; break;
    					case 2:eyeAngles->y = AimAngle.y + 40; break;
    					case 3:eyeAngles->y = AimAngle.y - 40; break;
    					case 4:eyeAngles->y = AimAngle.y + 15; break;
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 5)
    				{
    					for (int i = 0; i < 64; ++i)
    					{
    						IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);
    
    						if (!ent || !ent->IsAlive())
    							continue;
    
    						*(float*)((uintptr_t)ent + 0xAA08 + 4) += Delta[i];
    						reset[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    
    						float LowerBodyYaw = *(float*)((uintptr_t)ent + 0x39F8);
    
    						if (OldLowerBodyYaw[i] != LowerBodyYaw)
    						{
    							YawDelta[i] = reset[i] - LowerBodyYaw;
    							OldLowerBodyYaw[i] = LowerBodyYaw;
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = LowerBodyYaw;
    						}
    						else
    						{
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = reset[i] - YawDelta[i];
    
    							while (*(float*)((uintptr_t)ent + 0xAA08 + 4) < -180.0f)
    								*(float*)((uintptr_t)ent + 0xAA08 + 4) += 360.0f;
    
    							while (*(float*)((uintptr_t)ent + 0xAA08 + 4) > 180.0f)
    								*(float*)((uintptr_t)ent + 0xAA08 + 4) -= 360.0f;
    						}
    						Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    					}
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 6)
    				{
    					IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);
    
    					for (int i = 0; i < 32; i++) {
    						if (!pEntity || !pEntity->IsAlive() || !(pEntity->GetEyeAngles().y >= 85.f && pEntity->GetEyeAngles().y <= 89.f))
    							continue;
    
    						float CurYaw = pEntity->GetLowerBodyYaw();
    						if (OldLowerBodyYaw[i] != CurYaw) {
    							Delta[i] = pEntity->GetEyeAngles().y - CurYaw;
    							OldLowerBodyYaw[i] = CurYaw;
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = CurYaw;
    							continue;
    						}
    						else {
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = pEntity->GetEyeAngles().y - Delta[i];
    						}
    
    						float yClamped = pEntity->GetEyeAngles().y;
    						while (yClamped < -180.0f)
    							yClamped += 360.0f;
    
    						while (yClamped > 180.0f)
    							yClamped -= 360.0f;
    						*(float*)((uintptr_t)ent + 0xAA08 + 4) = yClamped;
    					}
    					Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    				}
    				if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 7)
    				{
    					IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);
    
    					for (int i = 0; i < 64; i++) {
    						if (!pEntity || !pEntity->IsAlive() || !(pEntity->GetEyeAngles().y >= 85.f && pEntity->GetEyeAngles().y <= 89.f))
    							continue;
    
    						float CurYaw = pEntity->GetLowerBodyYaw();
    						if (OldLowerBodyYaw[i] != CurYaw) {
    							Delta[i] = pEntity->GetEyeAngles().y - CurYaw;
    							OldLowerBodyYaw[i] = CurYaw;
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = CurYaw;
    							continue;
    						}
    						else {
    							*(float*)((uintptr_t)ent + 0xAA08 + 4) = pEntity->GetEyeAngles().y - Delta[i];
    						}
    
    						float yClamped = pEntity->GetEyeAngles().y;
    						while (yClamped < -180.0f)
    							yClamped += 360.0f;
    
    						while (yClamped > 180.0f)
    							yClamped -= 360.0f;
    						*(float*)((uintptr_t)ent + 0xAA08 + 4) = yClamped;
    					}
    					Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
    				}
    				
    				/* if (Menu::Window.RageBotTab.AccuracyResolver.GetState() == 4 && eyeAngles->y != pEntity->GetLowerBodyYaw())
    				{
    				int num = Globals::Shots % 9;
    				switch (num) {
    				case 0:eyeAngles->y = AimAngle.y - 0; break;
    				case 1:eyeAngles->y = AimAngle.y + 45; break;
    				case 2:eyeAngles->y = AimAngle.y + 90; break;
    				case 3:eyeAngles->y = AimAngle.y + 135; break;
    				case 4:eyeAngles->y = AimAngle.y + 180; break;
    				case 5:eyeAngles->y = AimAngle.y + 225; break;
    				case 6:eyeAngles->y = AimAngle.y + 270; break;
    				case 7:eyeAngles->y = AimAngle.y + 315; break;
    				case 8:eyeAngles->y = AimAngle.y + 360; break;
    				}
    				} */
    			}
    
    
    
    			// Pitch Resolver
    			if (Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
    			{
    				std::string strPitch = std::to_string(eyeAngles->x);
    
    				if (eyeAngles->x < -179.f) eyeAngles->x += 360.f;
    				else if (eyeAngles->x > 90.0 || eyeAngles->x < -90.0) eyeAngles->x = 89.f;
    				else if (eyeAngles->x > 89.0 && eyeAngles->x < 91.0) eyeAngles->x -= 90.f;
    				else if (eyeAngles->x > 179.0 && eyeAngles->x < 181.0) eyeAngles->x -= 180;
    				else if (eyeAngles->x > -179.0 && eyeAngles->x < -181.0) eyeAngles->x += 180;
    				else if (fabs(eyeAngles->x) == 0) eyeAngles->x = std::copysign(89.0f, eyeAngles->x);
    
    			}
    		}
    	}
    }
    
    void FixY(const CRecvProxyData *pData, void *pStruct, void *pOut) // Resolver for Yaw
    {
    	static Vector vLast[65];
    	static bool bShotLastTime[65];
    	static bool bJitterFix[65];
    
    	float *flPitch = (float*)((DWORD)pOut - 4);
    	float flYaw = pData->m_Value.m_Float;
    	bool bHasAA;
    	bool bSpinbot;
    
    	if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex())
    	{
    		bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
    		bSpinbot = false;
    
    		if (!bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
    			&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f) && !bHasAA)
    		{
    			flYaw = vLast[((IClientEntity*)(pStruct))->GetIndex()].y;
    			bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
    		}
    		else
    		{
    			if (bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()]
    				&& (fabsf(flYaw - vLast[((IClientEntity*)(pStruct))->GetIndex()].y) > 15.0f))
    			{
    				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = true;
    				bSpinbot = true;
    			}
    			else
    			{
    				bShotLastTime[((IClientEntity*)(pStruct))->GetIndex()] = false;
    			}
    		}
    
    		vLast[((IClientEntity*)(pStruct))->GetIndex()].y = flYaw;
    
    
    		bool bTmp = bJitterFix[((IClientEntity*)(pStruct))->GetIndex()];
    
    		bJitterFix[((IClientEntity*)(pStruct))->GetIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);
    
    		if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
    		{
    			flYaw += 359.0f;
    		}
    	}
    
    	*(float*)(pOut) = flYaw;
    }
    
    // Resolver for Pitch
    void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut) // Clamp other player angles to fix fakedown or lisp
    {
    	float* ang = (float*)pOut;
    	*ang = pData->m_Value.m_Float;
    
    	if (!Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() || !Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex()) return;
    
    	if (pData->m_Value.m_Float > 180.0f)
    		*ang -= 360.0f;
    	else if (pData->m_Value.m_Float < -180.0f)
    		*ang += 360.0f;
    
    	if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
    		*ang -= 90.0f;
    	else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
    		*ang += 90.0f;
    }
    
    RecvVarProxyFn oRecvnModelIndex;
    
    void Hooked_RecvProxy_Viewmodel(CRecvProxyData *pData, void *pStruct, void *pOut)
    {
    	// Get the knife view model id's
    	int default_t = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_t.mdl");
    	int default_ct = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_default_ct.mdl");
    	int iBayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_bayonet.mdl");
    	int iButterfly = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_butterfly.mdl");
    	int iFlip = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_flip.mdl");
    	int iGut = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gut.mdl");
    	int iKarambit = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_karam.mdl");
    	int iM9Bayonet = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_m9_bay.mdl");
    	int iHuntsman = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_tactical.mdl");
    	int iFalchion = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_falchion_advanced.mdl");
    	int iDagger = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_push.mdl");
    	int iBowie = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_survival_bowie.mdl");
    
    	int iGunGame = Interfaces::ModelInfo->GetModelIndex("models/weapons/v_knife_gg.mdl");
    
    	// Get local player (just to stop replacing spectators knifes)
    	IClientEntity* pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
    	if (Menu::Window.SkinTab.SkinEnable.GetState() && pLocal)
    	{
    		// If we are alive and holding a default knife(if we already have a knife don't worry about changing)
    		if (pLocal->IsAlive() && (
    			pData->m_Value.m_Int == default_t ||
    			pData->m_Value.m_Int == default_ct ||
    			pData->m_Value.m_Int == iBayonet ||
    			pData->m_Value.m_Int == iButterfly ||
    			pData->m_Value.m_Int == iFlip ||
    			pData->m_Value.m_Int == iGunGame ||
    			pData->m_Value.m_Int == iGut ||
    			pData->m_Value.m_Int == iKarambit ||
    			pData->m_Value.m_Int == iM9Bayonet ||
    			pData->m_Value.m_Int == iHuntsman ||
    			pData->m_Value.m_Int == iFalchion ||
    			pData->m_Value.m_Int == iDagger ||
    			pData->m_Value.m_Int == iBowie))
    		{
    			// Set whatever knife we want
    			if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 0)
    				pData->m_Value.m_Int = iBayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 1)
    				pData->m_Value.m_Int = iBowie;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 2)
    				pData->m_Value.m_Int = iButterfly;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 3)
    				pData->m_Value.m_Int = iFalchion;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 4)
    				pData->m_Value.m_Int = iFlip;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 5)
    				pData->m_Value.m_Int = iGut;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 6)
    				pData->m_Value.m_Int = iHuntsman;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 7)
    				pData->m_Value.m_Int = iKarambit;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 8)
    				pData->m_Value.m_Int = iM9Bayonet;
    			else if (Menu::Window.SkinTab.KnifeModel.GetIndex() == 9)
    				pData->m_Value.m_Int = iDagger;
    		}
    	}
    
    	// Carry on the to original proxy
    	oRecvnModelIndex(pData, pStruct, pOut);
    }
    
    void ApplyAAAHooks()
    {
    	ClientClass *pClass = Interfaces::Client->GetAllClasses();
    	while (pClass)
    	{
    		const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
    		if (!strcmp(pszName, "DT_CSPlayer"))
    		{
    			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
    			{
    				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
    				const char *name = pProp->m_pVarName;
    
    				// Pitch Fix
    				if (!strcmp(name, "m_angEyeAngles[0]"))
    				{
    					pProp->m_ProxyFn = FixX;
    				}
    
    				// Yaw Fix
    				if (!strcmp(name, "m_angEyeAngles[1]"))
    				{
    					Utilities::Log("Yaw Fix Applied");
    					pProp->m_ProxyFn = FixY;
    				}
    			}
    		}
    		else if (!strcmp(pszName, "DT_BaseViewModel"))
    		{
    			for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
    			{
    				RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
    				const char *name = pProp->m_pVarName;
    
    				// Knives
    				if (!strcmp(name, "m_nModelIndex"))
    				{
    					oRecvnModelIndex = (RecvVarProxyFn)pProp->m_ProxyFn;
    					pProp->m_ProxyFn = Hooked_RecvProxy_Viewmodel;
    				}
    			}
    		}
    		pClass = pClass->m_pNext;
    	}
    }
    easy fix.

    write your own code ez fix

  3. #3
    officialflaming's Avatar
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    You deleted the part at the bottom where it actually applies the models and skins roflmao

  4. #4
    flowwwww's Avatar
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    Quote Originally Posted by officialflaming View Post
    You deleted the part at the bottom where it actually applies the models and skins roflmao
    oh lol thanks
    paypal.me/xvns
    donate to help me out <3

  5. #5
    sagaantheepic4's Avatar
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    Stop fucking pasting retard. Fucking learn coding. In what world is this hard, its si fuckin easy dumbass

  6. #6
    flowwwww's Avatar
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    Quote Originally Posted by sagaantheepic4 View Post
    Stop fucking pasting retard. Fucking learn coding. In what world is this hard, its si fuckin easy dumbass
    cunt I'm fucking learning to and starting with pasting. I'm not already a fucking pro at this shit in an instant, things take time.
    paypal.me/xvns
    donate to help me out <3

  7. #7
    sagaantheepic4's Avatar
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    Quote Originally Posted by flowwwww View Post
    cunt I'm fucking learning to and starting with pasting. I'm not already a fucking pro at this shit in an instant, things take time.
    nice, good luck getting no where in life m8

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