Исходник PROJECT-THUNDER All resolvers

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All resolvers from project-thunder kappa :D
Код:
#include "Resolver.h"

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 NormalizedAngle(float& flAngle)
{
    if (std::isnan(flAngle)) flAngle = 0.0f;
    if (std::isinf(flAngle)) flAngle = 0.0f;

    float flRevolutions = flAngle / 360;

    if (flAngle > 180 || flAngle < -180)
    {
        if (flRevolutions < 0)
            flRevolutions = -flRevolutions;

        flRevolutions = round(flRevolutions);

        if (flAngle < 0)
            flAngle = (flAngle + 360 * flRevolutions);
        else
            flAngle = (flAngle - 360 * flRevolutions);
    }
}
float RandomFloat(float min, float max)
{
    typedef float(*RandomFloat_t)(float, float);
    return ((RandomFloat_t)GetProcAddress(GetModuleHandle("vstdlib.dll"), "RandomFloat")) (min, max);
}

void R::Resolve()
{
    IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());

    for (int i = 0; i < Interfaces::EntList->GetHighestEntityIndex(); ++i) {

        IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);

        if (!pEntity || pEntity->IsDormant() || !pEntity->IsAlive())
            continue;

        if (pEntity->GetTeamNum() == pLocal->GetTeamNum() || !pLocal->IsAlive())
            continue;

        player_info_t pTemp;
        if (!Interfaces::Engine->GetPlayerInfo(i, &pTemp))
            continue;

        Vector* EyeYaw = pEntity->GetEyeAnglesPointer();

        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 1 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            static bool isMoving;
            float PlayerIsMoving = abs(pEntity->GetVelocity().Length());
            if (PlayerIsMoving > 0.1) isMoving = true;
            else if (PlayerIsMoving <= 0.1) isMoving = false;

            static float StoredLBY = 0.0f;
            static bool bLowerBodyIsUpdated;
            if (pEntity->GetLowerBodyYaw() != StoredLBY) bLowerBodyIsUpdated = true;
            else bLowerBodyIsUpdated = false;

            float bodyeyedelta = pEntity->GetEyeAngles().y - pEntity->GetLowerBodyYaw();

            if (bLowerBodyIsUpdated || isMoving || fabsf(bodyeyedelta) >= 35.0f)
            {
                EyeYaw->y = pEntity->GetLowerBodyYaw();
                StoredLBY = pEntity->GetLowerBodyYaw();
            }

            else
            {
                if (fabsf(bodyeyedelta) < 35.0f && fabsf(bodyeyedelta) > 0.0f)
                    EyeYaw->y = pEntity->GetLowerBodyYaw() + bodyeyedelta;
            }
        }

        Vector* eyeAngles = pEntity->GetEyeAnglesPointer();

        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 2 && eyeAngles->y != pEntity->GetLowerBodyYaw() || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            int value = (iSmart) % 73/*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() == 3 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            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() == 4 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            int shoots = Globals::Shots;
            if (shoots == 4)
            {
                eyeAngles->y += 45;
                shoots = 0;
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 5 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
            int num = Globals::Shots % 4;
            switch (num)
            {
            case 0:eyeAngles->y = rand() % 360; break;
            case 1:eyeAngles->y = 0; break;
            case 2:eyeAngles->y = rand() % 180; break;
            case 3:eyeAngles->y = 180; break;
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 6 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* pClient = (IClientEntity*)Interfaces::EntList->GetClientEntity(i);
            Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
            Vector* angs = pClient->GetEyeAnglesPointer();
            static float OldLowerBodyYaws[64];
            static float OldYawDeltas[64];
            angs->y = pClient->GetLowerBodyYaw();
            float CurYaw = pClient->GetLowerBodyYaw();
            if (OldLowerBodyYaws[i] != CurYaw) {
                OldYawDeltas[i] = eyeAngles->y - CurYaw;
                OldLowerBodyYaws[i] = CurYaw;
                eyeAngles->y = CurYaw;
                continue;
            }
            else {
                eyeAngles->y = eyeAngles->y - OldYawDeltas[i];
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 7 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* ent = (IClientEntity*)Interfaces::EntList->GetClientEntity(i);
            static float time_at_update[65];
            int index = ent->GetIndex();
            float LowerYaw = ent->GetLowerBodyYaw();
            static float flTemp[65];
            static float OldLowerBodyYawsX[65];
            static float resolved_yaw[65];
            static float OldYawDeltasX[65];
            const CRecvProxyData *pData;
            float flYaw = pData->m_Value.m_Float;
            float simTime_since_lby_update = ent->GetSimulationTime() - time_at_update[index];

            if (OldLowerBodyYawsX[index] != LowerYaw)
            {
                OldYawDeltasX[index] = LowerYaw - OldLowerBodyYawsX[index];
                OldLowerBodyYawsX[index] = LowerYaw;
                time_at_update[index] = ent->GetSimulationTime();

                if (ent->GetVelocity().Length2D() > 0.1f && ent->GetFlags() & FL_ONGROUND)
                {
                    flTemp[index] = LowerYaw;
                    OldLowerBodyYawsX[index] = LowerYaw;
                }
                else
                {
                    flTemp[index] = OldLowerBodyYawsX[index];
                }
            }
            else
            {
                flTemp[index] = LowerYaw - OldYawDeltasX[index];
            }

            float FixedResolve = flTemp[index];

            NormalizedAngle(FixedResolve);

            if (simTime_since_lby_update > 1.125f)
            {
                flYaw = FixedResolve;
            }
            else
            {
                if (simTime_since_lby_update <= 0.57f) // if it wasnt long ago that lby updated, just check nearby
                {
                    resolved_yaw[index] = FixedResolve + RandomFloat(-35, 35);    // -35.0 - 35.0
                }
                else // if its getting old info, check in a wider area
                {
                    resolved_yaw[index] = FixedResolve + RandomFloat(-90, 90);
                }
                flYaw = resolved_yaw[index];
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 8 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* pClient = (IClientEntity*)Interfaces::EntList->GetClientEntity(i);
            CCacheAngle aCacheAngle[64];
            float flYaw = pClient->GetLowerBodyYaw();
            if (!pClient->IsDormant()) {
                float flCurTime = Interfaces::Globals->curtime;
                static float flTimeUpdate = 0.5f;
                static float flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (flCurTime >= flNextTimeUpdate) {
                    aCacheAngle[i].bFlip = !aCacheAngle[i].bFlip;
                }

                if (flNextTimeUpdate < flCurTime || flNextTimeUpdate - flCurTime > 10.f)
                    flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (aCacheAngle[i].bFlip)
                {
                    flYaw += 35.f;
                }
                else {
                    flYaw -= 35.f;
                }
            }

            eyeAngles->y = flYaw;
        }
        if (Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1) //pitch
        {
            std::string strPitch = std::to_string(EyeYaw->x);

            if (EyeYaw->x < -179.f) EyeYaw->x += 360.f;
            else if (EyeYaw->x > 90.0 || EyeYaw->x < -90.0) EyeYaw->x = 89.f;
            else if (EyeYaw->x > 89.0 && EyeYaw->x < 91.0) EyeYaw->x -= 90.f;
            else if (EyeYaw->x > 179.0 && EyeYaw->x < 181.0) EyeYaw->x -= 180;
            else if (EyeYaw->x > -179.0 && EyeYaw->x < -181.0) EyeYaw->x += 180;
            else if (fabs(EyeYaw->x) == 0) EyeYaw->x = std::copysign(89.0f, EyeYaw->x);
        }
    }
}
 
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БЛЭТБ АХАХАХА В МОЕМ ИСХОДЕ ТАКИЕ ЖЕ РЕСОЛЬВЕРЫ XDDD
 
БЛЭТБ АХАХАХА В МОЕМ ИСХОДЕ ТАКИЕ ЖЕ РЕСОЛЬВЕРЫ XDDD
Походу кто-то по углам копирует , вставляет, пастит
 
5 ночей на aim_ag_texture2
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Код:
if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 2 && eyeAngles->y != pEntity->GetLowerBodyYaw() || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            int value = (iSmart) % 73/*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;
            }
        }
пиздец
 
comeback?
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Stop fuck my BRAINS!
Fucking WarmHook some resolvers
 
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Забаненный
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ну как вам резольвер?
 
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