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Desync Resolver

C++:
    for (int i = 1; i < g_pGlobals->maxClients; i++)
        {
            C_BaseEntity* p_entity = g_pEntitylist->GetClientEntity(i);
            if (p_entity && !p_entity->IsDormant())
            {
                auto feet_yaw = p_entity->GetBasePlayerAnimState()->m_flCurrentFeetYaw;
                auto body_max_rotation = p_entity->GetBasePlayerAnimState()->pad10[516];
                if (feet_yaw <= 58)
                {
                    if (-58 > feet_yaw)
                        p_entity->angs()->y = body_max_rotation + p_entity->angs()->y;
                }
                else
                {
                    p_entity->angs()->y = body_max_rotation - p_entity->angs()->y;
                }
                if (p_entity->GetAnimOverlay(6)->m_flPlaybackRate > 0.1)
                {
                    for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f)
                    {
                        p_entity->angs()->y = resolve_delta;
                    }
                }
            }
        }
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