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path: root/cheat/internal_rewrite/c_base_player.cpp
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#include "c_base_player.hpp"
#include "interface.hpp"
#include "math.hpp"
#include "mem.hpp"
#include "context.hpp"
#include "base_cheat.hpp"

#undef max

ent_animdata_t c_base_player::sm_animdata[ 65 ];

void IKContext::Init( void* hdr, vec3_t& angles, vec3_t& origin, float curtime, int framecount, int bone_mask ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 EC 08 8B 45 08 56 57 8B F9 8D 8F" ) );

	auto fn = ( void( __thiscall* )( void*, void*, vec3_t&, vec3_t&, float, int, int ) )( fn_ptr );
	fn( this, hdr, angles, origin, curtime, framecount, bone_mask );
}

void IKContext::UpdateTargets( vec3_t* pos, void* q, matrix3x4* bone_array, char* computed ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F0 81 EC 00 00 00 00 33 D2" ) );

	auto fn = ( void( __thiscall* )( void*, vec3_t*, void*, matrix3x4*, char* ) )( fn_ptr );
	fn( this, pos, q, bone_array, computed );
}

void IKContext::SolveDependencies( vec3_t* pos, void* q, matrix3x4* bone_array, char* computed ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F0 81 EC 00 00 00 00 8B 81" ) );

	auto fn = ( void( __thiscall* )( void*, vec3_t*, void*, matrix3x4*, char* ) )( fn_ptr );
	fn( this, pos, q, bone_array, computed );
}

bool& c_base_player::s_bInvalidateBoneCache( ) {
#ifdef HEADER_MODULE
	static auto fn_ptr = g_header.patterns.animstate_update;
#else
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 F3 0F 11 54 24" ) );
#endif
	static auto var = *( bool** )( fn_ptr + 0xda + 2 );

	return *var;
}

void CCSGOPlayerAnimState::update( float yaw, float pitch ) {
#ifdef HEADER_MODULE
	static auto fn_ptr = g_header.patterns.animstate_update;
#else
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 F3 0F 11 54 24" ) );
#endif

	uintptr_t alloc = ( uintptr_t )this;
	if( !alloc )
		return;

	if( !this->pBaseEntity )
		return;

	//bool* b = &c_base_player::s_bInvalidateBoneCache( );
	//char backup = *b;

	//vectorcall is GAY
	if( fn_ptr ) {
		__asm {
			push 0
			mov ecx, alloc

			movss xmm1, dword ptr[ yaw ]
			movss xmm2, dword ptr[ pitch ]

			call fn_ptr
		}
	}

	//c_base_player::s_bInvalidateBoneCache( ) = backup;
}

void CCSGOPlayerAnimState::setup_velocity( float a2 ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 30 56 57 8B 3D" ) );
	if( fn_ptr ) {
		auto ptr_ = ( uintptr_t )this;

		__asm {
			mov ecx, ptr_

			fld a2
			call fn_ptr
		}
	}
}

bool CCSGOPlayerAnimState::cache_sequences( ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 34 53 56 8B F1 57 8B 46 60" ) );
	if( fn_ptr ) {
		auto fn = ( bool( __thiscall* )( void* ) )( fn_ptr );
		return fn( this );
	}

	return false;
}

void CCSGOPlayerAnimState::update_ex( float yaw, float pitch ) {
/*	static auto unk_func_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "8B 0D ? ? ? ? 8B 01 8B 80 ? ? ? ? FF D0 84 C0 75 14 8B 0D ? ? ? ? 8B 01" ) );
	auto unk_fn = ( bool( *)( ) )( unk_func_ptr );

	auto player = ( c_base_player* )this->pBaseEntity;

	if( player && cache_sequences( ) ) {
		float v7 = *( float* )( uintptr_t( player ) + 0x2e0d ) + pitch;
		v7 = std::remainderf( v7, 360.f );

		float last_update = m_flLastClientSideAnimationUpdateTime;
		float cur_time = g_csgo.m_globals->m_curtime;

		if( last_update != cur_time ) {
			this->m_flLastUpdateDelta = math::max( cur_time - last_update, 0.f );
			this->m_flEyeYaw = yaw;
			this->m_flPitch = pitch;

			this->m_vOrigin = player->m_vecOrigin( );
			this->pActiveWeapon = player->get_weapon( );
			if( pActiveWeapon != pLastActiveWeapon ) {
				for( size_t i{ }; i < 13; ++i ) {
					C_AnimationLayer* layer = &player->m_AnimOverlay( ).GetElements( )[ i ];

					layer->m_unk1 = 0;
					layer->m_unk2 = layer->m_unk3 = -1;
				}
			}

			bool using_duck_offset = !unk_fn( );

			if( using_duck_offset ) {
				float total_duck = *( float* )( uintptr_t( player ) + 0xbe7 ) + m_fLandingDuckAdditiveSomething;

				total_duck = std::clamp( total_duck, 0.f, 1.f );

				float duck_amt = m_fDuckAmount;

				float v28 = this->m_flLastUpdateDelta * 6.0f;
				float v29 = 0.f;

				if( total_duck - duck_amt > v28 ) {
					if( v28 <= total_duck - duck_amt )
						v29 = total_duck;
					else
						v29 = duck_amt - v28;
				}
				else {
					v29 = duck_amt + v28;
				}

				m_fDuckAmount = std::clamp( v29, 0.f, 1.f );
			}
			else {
				float duck_amt = m_fDuckAmount;

				float v19 = player->m_fFlags( ) & FL_WATERJUMP ? 1.0 : m_fLandingDuckAdditiveSomething;
				float v21 = 0.f;
				if( v19 <= duck_amt )
					v21 = 6.0f;
				else
					v21 = 3.1f;

				float v22 = m_flLastUpdateDelta * v21;
				float new_duck = 0.f;
				if( v19 - duck_amt <= v22 ) {
					if( v22 <= v19 - duck_amt )
						new_duck = v19;
					else
						new_duck = duck_amt - v22;
				}
				else {
					new_duck = duck_amt = v22;
				}

				m_fDuckAmount = std::clamp( new_duck, 0.f, 1.f );
			}

			*( uintptr_t* )( uintptr_t( player ) + 0x286 ) = 0;
			player->invalidate_physics_recursive( 8 );
			setup_velocity( v7 );
			setup_aim_matrix( );
			setup_weapon_action( );
			setup_movement( );
			setup_alive_loop( );

		}
	}*/
}

void CCSGOPlayerAnimState::reset( ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "56 6A 01 68 ? ? ? ? 8B F1" ) );
	if( fn_ptr ) {
		auto fn = ( void( __thiscall* )( void* ) )( fn_ptr );
		fn( this );
	}
}

void CCSGOPlayerAnimState::setup_aim_matrix( ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 81 EC ? ? ? ? 53 56 57 8B 3D" ) );
	if( fn_ptr ) {
		auto fn = ( void( __thiscall* )( void* ) )( fn_ptr );
		fn( this );
	}
}

void c_base_player::invalidate_physics_recursive( int flags ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 0C 53 8B 5D 08 8B C3" ) );
	if( fn_ptr ) {
		auto fn = ( void( __thiscall* )( void*, int ) )( fn_ptr );
		fn( this, flags );
	}
}

uintptr_t c_base_player::get_player_resource( ) {
	for( int i{ 1 }; i < g_csgo.m_entlist( )->GetHighestEntityIndex( ); ++i ) {
		auto ent = g_csgo.m_entlist( )->GetClientEntity< IClientEntity >( i );
		if( !ent ) continue;
		auto class_ = ent->GetClientClass( );
		if( class_ ) {
			if( class_->m_class_id == CCSPlayerResource ) {
				return uintptr_t( ent );
			}
		}
	}

	return 0;
}

uintptr_t c_base_player::get_game_rules( ) {
	static uintptr_t** game_rules = pattern::first_code_match< uintptr_t** >( g_csgo.m_chl.dll( ), xors( "A1 ? ? ? ? 85 C0 0F 84 ? ? ? ? 80 B8 ? ? ? ? ? 0F 84 ? ? ? ? 0F 10 05" ), 0x1 );
	if( !game_rules ) {
		game_rules = pattern::first_code_match< uintptr_t** >( g_csgo.m_chl.dll( ), xors( "A1 ? ? ? ? 85 C0 0F 84 ? ? ? ? 80 B8 ? ? ? ? ? 0F 84 ? ? ? ? 0F 10 05" ), 0x1 );
	}

	return **game_rules;
}

int& c_base_player::g_iModelBoneCounter( ) {
	static auto offset = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "A1 ? ? ? ? 48 C7 81" ), 0x1 );
	return **( int** )( offset );
}

//use is_zero( ) on the vector to figure out if it returns a valid value
vec3_t c_base_player::get_hitbox_pos( int hitbox ) {
	auto ce = this->ce( );

	const auto model = ce->GetModel( );
	if( !model ) return vec3_t{ };

	auto hdr = g_csgo.m_model_info( )->GetStudiomodel( model );
	if( !hdr ) return vec3_t{ };

	matrix3x4 bone_matrix[ 128 ];
	memcpy( bone_matrix,
		m_CachedBoneData( ).GetElements( ),
		m_CachedBoneData( ).GetSize( ) * sizeof( matrix3x4 ) );

	auto set = hdr->pHitboxSet( m_nHitboxSet( ) );
	if( !set ) return vec3_t{ };

	auto box = set->pHitbox( hitbox );
	if( !box ) return vec3_t{ };

	vec3_t center = ( box->bbmin + box->bbmax ) * 0.5f;

	return math::vector_transform( center, bone_matrix[ box->bone ] );
}

c_base_weapon* c_base_player::get_weapon( ) {
	auto weap_handle = m_hActiveWeapon( );
	if( weap_handle )
		return g_csgo.m_entlist( )->GetClientEntityFromHandle< c_base_weapon >( weap_handle );

	return nullptr;
}

void c_base_player::set_needs_interpolate( bool interpolate ) {
	auto varmap = get< VarMapping_t >( 0x24 );
	auto elements = varmap.m_Entries.GetElements( );

	for( size_t i{ }; i < varmap.m_nInterpolatedEntries; ++i ) {
		auto& e = elements[ i ];
		e.m_bNeedsToInterpolate = interpolate;
	}
}

bool c_base_player::is_visible( int hitbox ) {
	vec3_t start = g_ctx.m_local->get_eye_pos( );
	vec3_t end = get_hitbox_pos( hitbox );

	if( !end ) return false;
	return util::trace_ray( start, end, g_ctx.m_local->ce( ), this->ce( ) );
}

float c_base_player::get_hitbox_radius( int hitbox ) {
	auto model = ce( )->GetModel( );
	auto hdr = g_csgo.m_model_info( )->GetStudiomodel( model );
	auto set = hdr->pHitboxSet( m_nHitboxSet( ) );

	if( !model || !hdr || !set )
		return 0.f;

	auto box = set->pHitbox( hitbox );

	if( box ) {
		if( box->m_flRadius == -1 ) return box->bbmin.dist_to( box->bbmax );
		return box->m_flRadius;
	}

	return 0.f;
}

vec3_t c_base_player::get_hitbox_mins( int hitbox ) {
	auto model = ce( )->GetModel( );
	auto hdr = g_csgo.m_model_info( )->GetStudiomodel( model );
	auto set = hdr->pHitboxSet( m_nHitboxSet( ) );

	if( !model || !hdr || !set )
		return vec3_t( );

	matrix3x4 bone_matrix[ 128 ];
	memcpy( bone_matrix,
		m_CachedBoneData( ).GetElements( ),
		m_CachedBoneData( ).GetSize( ) * sizeof( matrix3x4 ) );

	auto box = set->pHitbox( hitbox );

	return math::vector_transform( box->bbmin, bone_matrix[ box->bone ] );
}

vec3_t c_base_player::get_hitbox_maxs( int hitbox ) {
	auto model = ce( )->GetModel( );
	auto hdr = g_csgo.m_model_info( )->GetStudiomodel( model );
	auto set = hdr->pHitboxSet( m_nHitboxSet( ) );

	if( !model || !hdr || !set )
		return vec3_t( );

	matrix3x4 bone_matrix[ 128 ];
	memcpy( bone_matrix,
		m_CachedBoneData( ).GetElements( ),
		m_CachedBoneData( ).GetSize( ) * sizeof( matrix3x4 ) );

	auto box = set->pHitbox( hitbox );

	vec3_t max = math::vector_transform( box->bbmax, bone_matrix[ box->bone ] );
	return max;
}

bool c_base_player::is_fakewalking( ) {
	auto walk_layer = m_AnimOverlay( ).GetElements( )[ 6 ];
	auto some_layer = m_AnimOverlay( ).GetElements( )[ 4 ];

	auto velocity = m_vecVelocity( ).length2d( );
	bool on_ground = m_fFlags( ) & FL_ONGROUND;
	if( walk_layer.m_flWeight < 0.1f 
		&& some_layer.m_flWeight < 0.1f
		&& velocity > 0.1f && on_ground ) {
		return true;
	}

	if( velocity <= 0.1f )
		return true;

	return false;
}

int c_base_player::get_choked_ticks( ) {
	auto simtime = m_flSimulationTime( );

	return TIME_TO_TICKS( g_csgo.m_globals->m_curtime - simtime ) + 1;
}

int c_base_player::get_ping( ) {
	auto resource = get_player_resource( );
	static auto offset = g_netvars.get_netvar( fnv( "DT_CSPlayerResource" ), fnv( "m_iPing" ) );
	int ping = *( int* )( resource + offset + ce( )->GetIndex( ) * 4 );

	return ping;
}

bool c_base_player::is_breaking_lc( ) {
	return g_cheat.m_prediction.is_breaking_lc( this->ce( )->GetIndex( ) );
}

bool c_base_player::can_attack( bool ignore_rapid ) {
	if( g_ctx.m_has_fired_this_frame ) return false;
	if( !is_alive( ) ) return false;

	auto weapon = get_weapon( );
	if( !weapon ) return false;

	if( weapon->is_sniper( ) && g_cheat.m_lagmgr.has_fired( ) )
		return false;

	float time = g_ctx.pred_time( );

	float next_attack = m_flNextAttack( );
	if( next_attack > time ) return false;

	float next_primary_attack = weapon->m_flNextPrimaryAttack( );
	if( next_primary_attack > time ) {
		if( weapon->is_knife( ) ) {
			if( weapon->m_flNextSecondaryAttack( ) > time )
				return false;
		}
		else {
			return false;
		}
	}

	if( weapon->m_iItemDefinitionIndex( ) == WEAPON_R8REVOLVER ) {
		return g_ctx.m_revolver_shot;
	}

	return true;
}

int c_base_player::get_seq_activity( int sequence ) {
	static uintptr_t fn_offset = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 7D 08 FF 56 8B F1 74 3D" ) );
	auto fn = ( int( __thiscall* )( void*, int ) )( fn_offset );

	return fn ? fn( this, sequence ) : -2;
}

void c_base_player::set_abs_angles( vec3_t angles ) {
#ifdef HEADER_MODULE
	static uintptr_t fn_addr = g_header.patterns.set_abs_angles;
#else
	static uintptr_t fn_addr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 64 53 56 57 8B F1 E8" ) );
#endif

	auto fn = ( void( __thiscall* )( void*, vec3_t& ) )( fn_addr );

	return fn( this, angles );
}

void c_base_player::set_abs_origin( vec3_t origin ) {
#ifdef HEADER_MODULE
	static uintptr_t fn_addr = g_header.patterns.set_abs_origin;
#else
	static uintptr_t fn_addr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 51 53 56 57 8B F1" ) );
#endif

	auto fn = ( void( __thiscall* )( void*, vec3_t& ) )( fn_addr );

	return fn( this, origin );
}

void c_base_player::create_animstate( CCSGOPlayerAnimState* state ) {
	static auto fn_addr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 56 8B F1 B9 ? ? ? ? C7 46" ) );
	auto fn = ( void( __thiscall* )( CCSGOPlayerAnimState*, decltype( this ) ) )( fn_addr );

	fn( state, this );
	state->pBaseEntity = this;
}

void c_base_player::set_abs_velocity( vec3_t velocity ) {
	static auto fn_addr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 0C 53 56 57 8B 7D 08 8B F1" ) );
	auto fn = ( void( __thiscall* )( void*, vec3_t& ) )( fn_addr );

	fn( this, velocity );
}

void c_base_player::invalidate_bone_cache( ) {
	m_flLastBoneSetupTime( ) = -FLT_MAX;
	m_iMostRecentModelBoneCounter( ) = 0;
}

void c_base_player::handle_taser_animation( ) {
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 EC 08 56 8B F1 80 BE ? ? ? ? ? 0F 84 ? ? ? ? 80 BE ? ? ? ? ? 0F 84 ? ? ? ? A1" ) );
	if( fn_ptr ) {
		vec3_t eye_angles = m_angEyeAngles( );

		__asm {
			mov ecx, this
			fld eye_angles.y
			fld eye_angles.x

			call fn_ptr
		}
	}
}

void c_base_player::calculate_duckamount( bool reset ) {
	static float last_duckamt[ 65 ]{ };
	static float original_duckamt[ 65 ]{ };
	int			 idx = ce( )->GetIndex( );

	if( reset ) {
		original_duckamt[ idx ] = m_flDuckAmount( );
		last_duckamt[ idx ]		= m_flDuckAmount( );
		return;
	}

	float cur_duck = m_flDuckAmount( );
	float delta = m_flOldSimulationTime( ) - m_flSimulationTime( ) + TICK_INTERVAL( );

	float old_duck = last_duckamt[ idx ];
	float rate	   = ( cur_duck - old_duck ) * delta;

	m_flDuckAmount( ) = old_duck + rate;

	if( cur_duck != original_duckamt[ idx ] )
		last_duckamt[ idx ] = cur_duck;
	original_duckamt[ idx ] = cur_duck;
}

void c_base_player::cache_anim_data( bool layers ) {
	int idx = ce( )->GetIndex( );
	auto& animdata = sm_animdata[ idx ];

	memcpy( &animdata.m_poseparams,
		m_flPoseParameter( ),
		sizeof( float ) * 24 );

	if( layers ) {
		memcpy( &animdata.m_animlayers,
			m_AnimOverlay( ).GetElements( ),
			sizeof( C_AnimationLayer ) * 13 );
	}

	memcpy( animdata.m_bones,
		m_CachedBoneData( ).GetElements( ),
		sizeof( matrix3x4 ) * m_CachedBoneData( ).GetSize( ) );
}

void c_base_player::restore_anim_data( bool layers ) {
	int idx = ce( )->GetIndex( );
	auto& animdata = sm_animdata[ idx ];

	memcpy( m_flPoseParameter( ),
		&animdata.m_poseparams,
		sizeof( float ) * 24 );

	if( layers ) {
		memcpy( m_AnimOverlay( ).GetElements( ),
			&animdata.m_animlayers,
			sizeof( C_AnimationLayer ) * 13 );
	}

	memcpy( animdata.m_bones,
		m_CachedBoneData( ).GetElements( ),
		sizeof( matrix3x4 ) * m_CachedBoneData( ).GetSize( ) );
}

void c_base_player::do_ent_interpolation( bool reset ) {
	auto  idx = ce( )->GetIndex( );
	auto* anim_data = &sm_animdata[ idx ];

	vec3_t origin = m_vecOrigin( );

	if( reset ) {
		anim_data->m_last_interp_origin = anim_data->m_interp_origin = origin;
		anim_data->m_simtime = anim_data->m_last_simtime = g_csgo.m_globals->m_curtime;
		return;
	}
	
	if( !anim_data->m_valid )
		return;

	if( origin.dist_to_sqr( anim_data->m_interp_origin ) > FLT_EPSILON ) {
		anim_data->m_last_interp_origin = anim_data->m_interp_origin;
		anim_data->m_interp_origin = origin;
		anim_data->m_last_simtime = anim_data->m_simtime;
		anim_data->m_simtime = g_csgo.m_globals->m_curtime;
	}

	float lerp = util::get_lerptime( );
	if( !lerp )
		return;

	if( anim_data->m_last_interp_origin.dist_to( anim_data->m_interp_origin ) > 64.f )
		return;

	for( size_t i{ }; i < 3; ++i ) {
		if( !std::isfinite( anim_data->m_last_interp_origin[ i ] ) || !std::isfinite( anim_data->m_interp_origin[ i ] ) ) {
			char error_msg[ 128 ];
			sprintf_s< 128 >( error_msg, "player origin was NaN\nreport this bug\ndetails:\n %f %f",
				g_csgo.m_globals->m_curtime,
				anim_data->m_simtime );

			MessageBoxA( nullptr, error_msg, "error", MB_OK );
			exit( 0 );
		}
	}

	float update_delta = anim_data->m_simtime - anim_data->m_last_simtime;
	float update_lerp = std::clamp( update_delta - lerp, 0.f, 1.f );

	if( update_delta < TICK_INTERVAL( ) )
		return;

	lerp = std::clamp( lerp, 0.f, update_delta );

	float lerp_progress = ( anim_data->m_simtime + lerp - g_csgo.m_globals->m_curtime ) / lerp;

	vec3_t vec_lerp = math::lerp( origin, anim_data->m_last_interp_origin, std::clamp( lerp_progress, 0.f, 1.f ) );

	for( size_t i{ }; i < 3; ++i )
		if( !isfinite( vec_lerp[ i ] ) )
			return;

	byte backup = *( byte* )( uintptr_t( this ) + 0x270 );
	*( byte* )( uintptr_t( this ) + 0x270 ) = 0;

	restore_anim_data( true );
	
	//aaaaAAAAAAAA
	//calc_abs_velocity( );
	set_abs_origin( vec_lerp );
	invalidate_bone_cache( );
	
	ce( )->SetupBones( nullptr, -1, BONE_USED_BY_ANYTHING, g_csgo.m_globals->m_curtime );
	this->m_iMostRecentModelBoneCounter( )++;

	*( byte* )( uintptr_t( this ) + 0x270 ) = backup;
}

void c_base_player::validate_animation_layers( ) {
	for( size_t i{ }; i < m_AnimOverlay( ).GetSize( ); ++i ) {
		auto& layer = m_AnimOverlay( ).GetElements( )[ i ];
		layer.m_flCycle = std::clamp( layer.m_flCycle, 0.f, 1.f );
		layer.m_flWeight = std::clamp( layer.m_flWeight, 0.f, 1.f );

		layer.m_player = this;
	}

	for( size_t i{ }; i < 24; ++i ) {
		auto& param = m_flPoseParameter( )[ i ];
		if( !isfinite( param ) )
			param = 0.f;
	}
}

void c_base_player::compute_move_cycle( bool reset, bool moving ) {
	if( !moving || reset )
		return;

	float eye_yaw = m_angEyeAngles( ).y;

	float blend_ang = math::approach_angle( eye_yaw,
		get_animstate( )->m_flCurrentFeetYaw,
		get_animstate( )->m_flFeetYawRate * 100.f );

	//get_animstate( )->m_flCurrentFeetYaw = blend_ang + 360.f;
	m_flPoseParameter( )[ LEAN_YAW ] = ( blend_ang + 180.f ) / 360.f;
	m_flPoseParameter( )[ BODY_YAW ] = ( blend_ang + 180.f ) / 360.f;
}

void c_base_player::calc_anim_velocity( bool reset ) {
	int idx = ce( )->GetIndex( );

	auto accelerate = [ & ]( vec3_t velocity, vec3_t direction, float speed, float accel ) {
		float addspeed, accelspeed, currentspeed;

		velocity.z = 0.f;
		currentspeed = velocity.dot( direction );

		addspeed = speed - currentspeed;

		if( addspeed <= 0.f ) {
			return velocity;
		}

		//guess how many fucks i give, this works
		accelspeed = std::min( accel * 10.f * TICK_INTERVAL( ) * speed, currentspeed );

		for( size_t i{ }; i < 3; ++i ) {
			velocity[ i ] += accelspeed * direction[ i ];
		}

		return velocity;
	};

	auto friction = [ & ]( vec3_t velocity ) {
		static auto sv_friction = g_csgo.m_cvar( )->FindVar( xors( "sv_friction" ) );
		static auto sv_stopspeed = g_csgo.m_cvar( )->FindVar( xors( "sv_stopspeed" ) );

		float speed = velocity.length2d( );
		if( speed < 0.1f )
			return vec3_t{ };

		float friction = sv_friction->get_float( );
		float control = ( speed < sv_stopspeed->get_float( ) ) ? sv_stopspeed->get_float( ) : speed;
		float drop = control * friction * TICK_INTERVAL( );

		float newspeed = speed - drop;
		if( newspeed < 0.f )
			newspeed = 0.f;

		if( newspeed != speed ) {
			newspeed /= speed;
			velocity *= newspeed;
		}

		return velocity;
	};

	if( reset ) {
		vec3_t velocity = m_vecVelocity( );
		sm_animdata[ idx ].m_last_origin = m_vecOrigin( );
		sm_animdata[ idx ].m_last_velocity = velocity;
		sm_animdata[ idx ].m_anim_velocity = velocity;
	}
	else {
		static auto sv_accelerate = g_csgo.m_cvar( )->FindVar( xors( "sv_accelerate" ) );

		float delta = m_flSimulationTime( ) - m_flOldSimulationTime( );
		delta = std::max( delta, TICK_INTERVAL( ) );

		bool on_ground = m_fFlags( ) & FL_ONGROUND;

		vec3_t origin = m_vecOrigin( );
		vec3_t origin_delta = origin - sm_animdata[ idx ].m_last_origin;

		vec3_t velocity = origin_delta / delta;
		vec3_t last_velocity = sm_animdata[ idx ].m_last_velocity;

		vec3_t anim_vel;

		if( on_ground && !( m_fFlags( ) & FL_ONGROUND ) ) {
			vec3_t ang = math::vector_angles( vec3_t( ), velocity );

			float move_yaw = math::vector_angles( velocity ).y;
			float move_delta = math::vector_angles( last_velocity ).y;
			move_delta -= move_yaw;
			move_delta = std::remainderf( move_delta, 360.f );

			vec3_t move_dir = math::angle_vectors( vec3_t( 0.f, move_delta, 0.f ) ) * 450.f;

			vec3_t forward, right, up;
			math::angle_vectors( ang, &forward, &right, &up );

			vec3_t wishdir;
			for( size_t i{ }; i < 2; ++i )
				wishdir[ i ] = forward[ i ] * move_dir.x + right[ i ] * move_dir.y;

			anim_vel = friction( last_velocity );
			if( anim_vel.length2d( ) < 1.f )
				anim_vel = vec3_t( );

			int ticks = TIME_TO_TICKS( delta );
			vec3_t est_tick_vel = last_velocity;

			for( int i{ }; i < ticks; i++ ) {
				est_tick_vel = friction( est_tick_vel );

				if( i <= ticks * 0.75f ) {
					accelerate( anim_vel, wishdir, 250.f, sv_accelerate->get_float( ) );
				}
			}

			if( velocity.length2d( ) > last_velocity.length2d( ) )
				anim_vel = accelerate( anim_vel, wishdir, 250.f, sv_accelerate->get_float( ) );

			//assume fakewalk
			if( anim_vel.length2d( ) >= sm_animdata[ idx ].m_anim_velocity.length2d( ) && est_tick_vel.length2d( ) < 1.f && delta > TICK_INTERVAL( ) )
				anim_vel = vec3_t( );
		}
		else {
			anim_vel = math::lerp(
				last_velocity,
				velocity,
				TICK_INTERVAL( ) / delta
			);
		}

		sm_animdata[ idx ].m_anim_velocity = anim_vel;
		sm_animdata[ idx ].m_last_velocity = velocity;
		sm_animdata[ idx ].m_last_origin = origin;
	}
}

void c_base_player::calc_abs_velocity( ) {
#ifdef HEADER_MODULE
	static auto fn_ptr = g_header.patterns.calc_abs_velocity;
#else
	static auto fn_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 1C 53 56 57 8B F9 F7 87" ), 0 );
#endif

	if( fn_ptr ) {
		auto fn = ( void( __thiscall* )( void* ) )( fn_ptr );
		fn( this );
	}
}

void c_base_player::fix_jump_fall( bool reset ) {
	if( reset )
		return;

	int prev_flags = get_animdata( ).m_prev_flags;
	int flags = m_fFlags( );

	if( ( prev_flags & FL_ONGROUND ) && ( flags & FL_ONGROUND ) ) {
		flags |= FL_ONGROUND;
	}
	else {
		auto layer_weight = m_AnimOverlay( ).GetElements( )[ 4 ].m_flWeight;
		auto last_weight = get_animdata( ).m_last_layers.at( 4 ).m_flWeight;

		if( layer_weight != 1.f && last_weight == 1.f &&
			m_AnimOverlay( ).GetElements( )[ 5 ].m_flWeight != 0.f )
			flags |= FL_ONGROUND;

		if( ( flags & FL_ONGROUND ) && !( prev_flags & FL_ONGROUND ) )
			flags &= ~FL_ONGROUND;
	}

	m_fFlags( ) = flags;
}

void c_base_player::fix_animations( bool reset, bool resolver_change ) {
	//todo: legs dont match up when fakelagging <- not anymore
	int idx = ce( )->GetIndex( );

	bool was_valid = sm_animdata[ idx ].m_valid;
	sm_animdata[ idx ].m_valid = false;

	if( !get_animstate( ) )
		return;

	m_angEyeAngles( ).y = std::remainder( m_angEyeAngles( ).y, 360.f );

	int flags = m_fFlags( );
	auto eye_angles = m_angEyeAngles( );
	auto original_duck = m_flDuckAmount( );

	//enable animations - time to update
	m_bClientSideAnimation( ) = true;
	set_needs_interpolate( false );

	//we need the player data at THIS EXACT moment, somehow
	float anim_time = m_flOldSimulationTime( ) + TICK_INTERVAL( );

	auto backup_curtime = g_csgo.m_globals->m_curtime;
	auto backup_frametime = g_csgo.m_globals->m_frametime;

	g_csgo.m_globals->m_curtime = anim_time;
	g_csgo.m_globals->m_frametime = TICK_INTERVAL( );

	if( resolver_change && m_fFlags( ) & FL_ONGROUND && !reset ) {
		float lby_delta = m_flLowerBodyYawTarget( ) - eye_angles.y;
		lby_delta = std::remainderf( lby_delta, 360.f );
		lby_delta = std::clamp( lby_delta, -60.f, 60.f );

		float feet_yaw = std::remainderf( eye_angles.y + lby_delta, 360.f );
		if( feet_yaw < 0.f )
			feet_yaw += 360.f;

		get_animstate( )->m_flGoalFeetYaw = get_animstate( )->m_flCurrentFeetYaw = feet_yaw;
	}

	get_animstate( )->m_flFeetYawRate = 0.f;

	//why?
	//because this calls pAttachmentHelper->CalcAbsVelocity
	//aswell as removes EFL_DIRTY_ABSVELOCITY
	//which fixes attachments etc
	//normally this would be called by animstate->update
	//but we prevent that
	calc_abs_velocity( );

	//calc_anim_velocity( reset );

	set_abs_origin( m_vecOrigin( ) );
	//networked duck amount comes from the last simulation tick instead of the current one
	calculate_duckamount( reset );
	fix_jump_fall( reset );
	validate_animation_layers( );

	float old_cycle = m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle;
	get_animstate( )->m_iLastClientSideAnimationUpdateFramecount -= 1;

	vec3_t velocity = m_vecVelocity( );
	int backup_eflags = get< int >( 0xe4 );
	int backup_byte = get< byte >( 0x35f8 );

	if( !reset ) {
		m_vecVelocity( ) = sm_animdata[ idx ].m_anim_velocity;
		get< vec3_t >( 0x94 ) = sm_animdata[ idx ].m_anim_velocity;
		get< byte >( 0x35f8 ) = 1;
		get< int >( 0xe4 ) &= ~0x1000;

		get_animstate( )->m_flUnknownFraction = sm_animdata[ idx ].m_fraction;
	}

	sm_animdata[ idx ].m_last_duck = m_flDuckAmount( );

	float prev_cycle = m_AnimOverlay( ).GetElements( )[ 6 ].m_flPrevCycle;
	float prev_rate = m_AnimOverlay( ).GetElements( )[ 6 ].m_flPlaybackRate;

	if( !reset ) {
		auto fraction = get_animstate( )->m_flStopToFullRunningFraction;
		bool stopping = sm_animdata[ idx ].m_is_stopping;

		if( fraction > 0.1f && fraction < 1.f ) {
			float delta_2x = get_animstate( )->m_flLastUpdateDelta * 2.f;

			if( stopping )
				fraction -= delta_2x;
			else
				fraction += delta_2x;

			fraction = std::clamp( fraction, 0.f, 1.f );
		}

		auto speed = get_anim_velocity( ).length2d( );

		if( speed > 135.2f && stopping ) {
			sm_animdata[ idx ].m_is_stopping = false;
			fraction = std::max( fraction, 0.0099999998f );
		}
		if( speed < 135.2f && !stopping ) {
			sm_animdata[ idx ].m_is_stopping = true;
			fraction = std::min( fraction, 0.99000001f );
		}

		get_animstate( )->m_flStopToFullRunningFraction = fraction;
	}

	sm_animdata[ idx ].m_last_animtime = get_animstate( )->m_flLastClientSideAnimationUpdateTime;
	m_AnimOverlay( ).GetElements( )[ 6 ].m_flPrevCycle = m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle;
	get_animstate( )->update( eye_angles.y, eye_angles.x );

	if( was_valid && !reset ) {
		float lerp_rate = math::lerp(
			prev_rate,
			m_AnimOverlay( ).GetElements( )[ 6 ].m_flPlaybackRate,
			TICK_INTERVAL( ) / ( m_flSimulationTime( ) - m_flOldSimulationTime( ) ) );

		m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle = prev_cycle + lerp_rate;
	}
	else if( !reset ) {
		float cycle = m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle;
		float rate = m_AnimOverlay( ).GetElements( )[ 6 ].m_flPlaybackRate;

		float est_cycle = cycle - rate + ( rate * TICK_INTERVAL( ) / ( m_flSimulationTime( ) - m_flOldSimulationTime( ) ) );

		m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle = est_cycle;
	}

	m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle = std::fmod( m_AnimOverlay( ).GetElements( )[ 6 ].m_flCycle, 1.0f );

	get_animdata( ).m_prev_flags = flags;
	memcpy(
		get_animdata( ).m_last_layers.data( ),
		m_AnimOverlay( ).GetElements( ),
		sizeof( C_AnimationLayer ) * 13
	);

	sm_animdata[ idx ].m_fraction = get_animstate( )->m_flUnknownFraction;

	m_vecVelocity( ) = velocity;
	get< vec3_t >( 0x94 ) = velocity;
	get< int >( 0xe4 ) = backup_eflags;
	get< byte >( 0x35f8 ) = backup_byte;

	m_AnimOverlay( ).GetElements( )[ 6 ].m_flPrevCycle = old_cycle;

	//check for any possible mistakes
	validate_animation_layers( );

	sm_animdata[ idx ].m_adjust_rate = m_AnimOverlay( ).GetElements( )[ 3 ].m_flPlaybackRate;
	sm_animdata[ idx ].m_adjust_cycle = m_AnimOverlay( ).GetElements( )[ 3 ].m_flCycle;

	if( m_flSimulationTime( ) - m_flOldSimulationTime( ) > TICK_INTERVAL( ) ) {
		auto activity = get_seq_activity( m_AnimOverlay( ).GetElements( )[ 3 ].m_nSequence );

		if( activity == 979 ) {
			m_AnimOverlay( ).GetElements( )[ 3 ].m_flWeight = 0.f;
			m_AnimOverlay( ).GetElements( )[ 3 ].m_flCycle = 0.f;
		}
	}

	bool moving = sm_animdata[ idx ].m_anim_velocity.length( ) > 0.1f;
	//compute_move_cycle( reset, moving );

	get_animdata( ).m_anim_flags = m_fFlags( );

	if( !moving )
		m_AnimOverlay( ).GetElements( )[ 6 ].m_flWeight = 0.f;

	ce( )->GetRenderAngles( ).y = std::remainderf( ce( )->GetRenderAngles( ).y, 360.f );

	m_flDuckAmount( ) = original_duck;
	m_fFlags( )		  = flags;
	m_angEyeAngles( ) = eye_angles;
	m_flDuckAmount( ) = original_duck;

	get_animstate( )->m_flUnknownFraction = 0.f;

	//clear occlusion for setupbones (pvs fix)
	*( int* )( uintptr_t( this ) + 0xa30 ) = 0;

	byte backup = get< byte >( 0x270 );
	get< byte >( 0x270 ) = 0;

	invalidate_bone_cache( );
	ce( )->SetupBones( nullptr, -1, BONE_USED_BY_ANYTHING, anim_time );
	cache_anim_data( );

	g_csgo.m_globals->m_curtime = backup_curtime;
	g_csgo.m_globals->m_frametime = backup_frametime;

	if( !reset ) {
		sm_animdata[ idx ].m_valid = true;
	}

	//disable animations again
	m_bClientSideAnimation( ) = false;
	get< byte >( 0x270 ) = backup;
}

player_info_t c_base_player::get_info( ) {
	player_info_t info;
	g_csgo.m_engine( )->GetPlayerInfo( ce( )->GetIndex( ), &info );

	return info;
}

bool c_base_player::is_flashed( ) {
	return m_flFlashTime( ) - g_csgo.m_globals->m_curtime > m_flFlashDuration( ) * 0.5f;
}

bool c_base_player::is_reloading( ) {
	auto gun_layer = m_AnimOverlay( ).GetElements( )[ 1 ];
	float playback_rate = gun_layer.m_flPlaybackRate;
	if( playback_rate < 0.55f ) {
		return gun_layer.m_flCycle < 0.99f;
	}

	return false;
}

void c_base_player::get_name_safe( char* buf ) {
	player_info_t info;
	if( g_csgo.m_engine( )->GetPlayerInfo( this->ce( )->GetIndex( ), &info ) ) {
		for( size_t i{ }; i < 32; ++i ) {
			switch( info.name[ i ] ) {
			case '"':
			case '\\':
			case ';':
			case '\n':
				buf[ i ] = ' ';
				break;
			default:
				buf[ i ] = info.name[ i ];
				break;
			}
		}

		buf[ 31 ] = 0;
	}
}

void c_base_player::set_local_view_angles( vec3_t *angle ) {
	using fn = void( __thiscall * )( void *, vec3_t * );
	util::get_vfunc< fn >( this, 363 )( this, angle );
}

bool c_base_player::run_physics_think( int unk01 ) {
	static auto impl = reinterpret_cast< bool( __thiscall * )( void *, int ) >(
		pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 83 EC 10 53 56 57 8B F9 8B 87 ? ? ? ? C1 E8 16" ) )
		);

	return impl( this, unk01 );
}

void c_base_player::pre_think( ) {
	using fn = void( __thiscall * )( void * );
	util::get_vfunc< fn >( this, 309 )( this );
}

void c_base_player::think( ) {
	using fn = void( __thiscall * )( void * );
	util::get_vfunc< fn >( this, 137 )( this );
}

void c_base_player::setup_bones_ex( matrix3x4* array_out, int bone_mask, float curtime ) {
/*	auto hdr = *( studiohdr_t** )( uintptr_t( ce( )->GetClientRenderable( ) ) + 0x2938 );
	auto bone_array = ( matrix3x4* )( m_dwBoneMatrix( ) );

	auto readable_bones = *( int* )( ( uintptr_t )ce( )->GetClientRenderable( ) + 0x2694 );
	bone_mask |= readable_bones;

	//backup necessary data
	matrix3x4	backup_bone_array[ 128 ];
	float		backup_pose_params[ 24 ];
	
	memcpy( backup_bone_array,
		( void* )( m_dwBoneMatrix( ) ),
		sizeof( backup_bone_array ) );

	memcpy( backup_pose_params,
		m_flPoseParameter( ),
		sizeof( backup_pose_params ) );

	vec3_t backup_origin = ce( )->GetRenderOrigin( );
	vec3_t backup_angles = ce( )->GetRenderAngles( );

	//setup a transform matrix
	matrix3x4 transform{ };
	math::angle_imatrix( backup_angles, transform );
	math::set_matrix_position( backup_origin, transform );

	//set render flags
	*( int* )( ( uintptr_t )ce( )->GetClientRenderable( ) + 0xE0 ) |= 8;
	
	update_ik_locks( m_flSimulationTime( ) );
	IKContext* ik = m_IKContext( );

	if( ik ) {
		ik->ClearTargets( );
		ik->Init( hdr, backup_angles,
			backup_origin,
			curtime,
			g_csgo.m_globals->m_framecount,
			bone_mask );
	}

	vec3_t pos[ 128 ];
	float  q[ 4 ][ 128 ];

	standard_blending_rules( hdr, pos, q, curtime, bone_mask );

	//idk but this is in ida
	char computed[ 0x100 ]{ };

	if( ik ) {
		ik->UpdateTargets( pos, q, bone_array, computed );
		calculate_ik_locks( curtime );
		ik->SolveDependencies( pos, q, bone_array, computed );
	}

	build_transformations( hdr, pos, q, transform, bone_mask, computed );

	//clear render flags
	*( int* )( ( uintptr_t )ce( )->GetClientRenderable( ) + 0xE0 ) &= ~8;

	//copy new bone array into the matrix
	memcpy( array_out, bone_array, 128 * sizeof( matrix3x4 ) );

	/*
	//restore data
	memcpy( bone_array, 
		backup_bone_array, 
		sizeof( matrix3x4 ) );

	memcpy( m_flPoseParameter( ),
		backup_pose_params,
		sizeof( backup_pose_params ) );

	set_abs_angles( backup_angles );
	set_abs_origin( backup_origin );
	*/
}