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bool __stdcall CreateMoveClient_Hooked(float frametime, CUserCmd* pCmd) {
\n if (!pCmd->command_number)
\n return true;
\n
\n if (Interfaces::Engine->IsConnected() || Interfaces::Engine->IsInGame()) {
\n PVOID pebp;
\n __asm mov pebp, ebp;
\n bool* pbSendPacket = (bool*)(*(DWORD*)pebp - 0x1C);
\n bool& bSendPacket = *pbSendPacket;
\n
\n if (Vars.Misc.FakeLagMode >= 1) {
\n int x = Vars.Misc.FakeLagMode;
\n if (x == 1) {
\n int iChoke = Vars.Misc.FakeLagChoke;
\n static int iFakeLag = 0;
\n
\n if (iFakeLag < iChoke) {
\n bSendPacket = false;
\n }
\n if (iFakeLag > iChoke) {
\n iFakeLag = 0;
\n bSendPacket = true;
\n }
\n iFakeLag++;
\n }
\n else if (x == 2) {
\n int iFlags = hackManager.pLocal()->GetFlags();
\n if (!(iFlags & FL_ONGROUND)) {
\n int iChoke = Vars.Misc.FakeLagChoke;
\n static int iFakeLag = 0;
\n
\n if (iFakeLag < iChoke) {
\n bSendPacket = false;
\n }
\n if (iFakeLag > iChoke) {
\n iFakeLag = 0;
\n bSendPacket = true;
\n }
\n iFakeLag++;
\n }
\n }
\n else if (x == 3) {
\n int iFlags = hackManager.pLocal()->GetFlags();
\n if (iFlags & FL_DUCKING) {
\n int iChoke = Vars.Misc.FakeLagChoke;
\n static int iFakeLag = 0;
\n
\n if (iFakeLag < iChoke) {
\n bSendPacket = false;
\n }
\n if (iFakeLag > iChoke) {
\n iFakeLag = 0;
\n bSendPacket = true;
\n }
\n iFakeLag++;
\n }
\n }
\n else if (x == 4) {
\n int iFlags = hackManager.pLocal()->GetFlags();
\n if (iFlags & FL_ONGROUND) {
\n int iChoke = Vars.Misc.FakeLagChoke;
\n static int iFakeLag = 0;
\n
\n if (iFakeLag < iChoke) {
\n bSendPacket = false;
\n }
\n if (iFakeLag > iChoke) {
\n iFakeLag = 0;
\n bSendPacket = true;
\n }
\n iFakeLag++;
\n }
\n }
\n }
\n auto LocalPlayer = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
\n if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && LocalPlayer && LocalPlayer->IsAlive())
\n Hacks::MoveHacks(pCmd, bSendPacket);// Do da hacks
\n EnginePred(pCmd);
\n }
\n // Backup for safety
\n Vector origView = pCmd->viewangles;
\n Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
\n Vector qAimAngles;
\n qAimAngles.Init(0.0f, pCmd->viewangles.y, 0.0f);
\n AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
\n //Movement Fix
\n qAimAngles.Init(0.0f, GetAutostrafeView().y, 0.0f);
\n AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
\n qAimAngles.Init(0.0f, pCmd->viewangles.y, 0.0f);
\n AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
\n Vector vForwardNorm;
\n Normalize(viewforward, vForwardNorm);
\n Vector vRightNorm;
\n Normalize(viewright, vRightNorm);
\n Vector vUpNorm;
\n Normalize(viewup, vUpNorm);
\n
\n // Original shit for movement correction
\n float forward = pCmd->forwardmove;
\n float right = pCmd->sidemove;
\n float up = pCmd->upmove;
\n if (forward > 450) forward = 450;
\n if (right > 450) right = 450;
\n if (up > 450) up = 450;
\n if (forward < -450) forward = -450;
\n if (right < -450) right = -450;
\n if (up < -450) up = -450;
\n pCmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
\n pCmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
\n pCmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
\n // Angle normalisation
\n if (Vars.Misc.AntiUntrust) {
\n GameUtils::NormaliseViewAngle(pCmd->viewangles);
\n pCmd->viewangles.z = 0.00;
\n if (pCmd->viewangles.x < -89 || pCmd->viewangles.x > 89 || pCmd->viewangles.y < -180 || pCmd->viewangles.y > 180) {
\n GameUtils::NormaliseViewAngle(pCmd->viewangles);
\n if (pCmd->viewangles.x < -89 || pCmd->viewangles.x > 89 || pCmd->viewangles.y < -180 || pCmd->viewangles.y > 180) {
\n pCmd->viewangles = origView;
\n pCmd->sidemove = right;
\n pCmd->forwardmove = forward;
\n }
\n }
\n }
\n PVOID pebp;
\n __asm mov pebp, ebp;
\n bool* pbSendPacket = (bool*)(*(DWORD*)pebp - 0x1C);
\n bool& bSendPacket = *pbSendPacket;
\n if (bSendPacket) {
\n LastAngleAA = pCmd->viewangles;
\n }
\n return false;
\n}
');
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