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Исходник Uwusense source leak

Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кст. Вот вам код ресольвера (ибо он сломан и скомпилить не получиться без него)


C++:
Expand Collapse Copy
#include "Resolver.h"
#include "Hooks.h"

CResolver resolver;

void CResolver::draw_developer_data() {
    if (resolverconfig.bResolverDebug) {
        int pos_y = 30;
        char buffer_shots[128];
        float shots = game::globals.Shots % 4;
        sprintf_s(buffer_shots, "Shots: %1.0f", shots);
        draw.text(4, pos_y, buffer_shots, draw.fonts.menu_bold, Color(255, 255, 255));
        pos_y += 10;

        char buffer_chokedticks[128];
        float choked_ticks = game::globals.choked_ticks;
        sprintf_s(buffer_chokedticks, "Choked ticks: %1.0f", choked_ticks);
        draw.text(4, pos_y, buffer_chokedticks, draw.fonts.menu_bold, Color(255, 255, 255));
        pos_y += 10;

        if (game::globals.UserCmd) {
            char buffer_realyaw[128];
            static float real_yaw = 0;
            if (!game::globals.SendPacket) real_yaw = game::globals.UserCmd->viewangles.y;
            sprintf_s(buffer_realyaw, "Real yaw: %1.0f", real_yaw);
            draw.text(4, pos_y, buffer_realyaw, draw.fonts.menu_bold, Color(255, 255, 255));
            pos_y += 10;

            char buffer_fakeyaw[128];
            static float fake_yaw = 0;
            if (game::globals.SendPacket) fake_yaw = game::globals.UserCmd->viewangles.y;
            sprintf_s(buffer_fakeyaw, "Fake yaw: %1.0f", fake_yaw);
            draw.text(4, pos_y, buffer_fakeyaw, draw.fonts.menu_bold, Color(255, 255, 255));
            pos_y += 20;
        }
    }
}

void CResolver::add_corrections() {
    if (m_pEngine->IsInGame() && m_pEngine->IsConnected()) {

        IClientEntity* m_local = game::localdata.localplayer();

        for (int i = 1; i < m_pGlobals->maxClients; i++) {

            auto m_entity = m_pEntityList->GetClientEntity(i);
            if (!m_entity || m_entity == m_local || m_entity->GetClientClass()->m_ClassID != (int)CSGOClassID::CCSPlayer || !m_entity->IsAlive()) continue;

            CPlayer* m_player = plist.get_player(i);
            m_player->entity = m_entity;

            bool enable_resolver_y = resolverconfig.bAntiAimCorrection;

            int resolvermode_y = resolverconfig.bAntiAimCorrection ? 1 : 0;
            if (m_player->ForceYaw && m_player->ForceYaw_Yaw) {
                resolvermode_y = m_player->ForceYaw_Yaw;
                enable_resolver_y = true;
            }

            Vector* m_angles = m_entity->GetEyeAngles();
            Vector at_target_angle;

            game::math.calculate_angle(m_entity->GetOrigin(), m_local->GetOrigin(), at_target_angle);
            game::math.normalize_vector(at_target_angle);
            if (enable_resolver_y) {
                if (resolvermode_y == 1) {
                    if ( m_entity->GetVelocity( ).Length2D( ) > .1 ) {
                        m_player->resolver_data.newer_stored_lby = m_entity->GetLowerBodyYaw( );
                    }

                    float simtime_delta = m_entity->m_flSimulationTime( ) - m_player->resolver_data.time_at_update;

                    if ( m_entity->GetVelocity( ).Length2D( ) > 36 ) {
                        m_player->resolver_data.stored_lby = m_entity->GetLowerBodyYaw( );
                        m_player->resolver_data.stored_lby_two = m_entity->GetLowerBodyYaw( );
                    }

                    if ( m_player->resolver_data.old_lowerbody_yaws != m_entity->GetLowerBodyYaw( ) ) {
                        m_player->resolver_data.old_yaw_deltas = m_entity->GetLowerBodyYaw( ) - m_player->resolver_data.old_lowerbody_yaws;
                        m_player->resolver_data.old_lowerbody_yaws = m_entity->GetLowerBodyYaw( );
                        m_player->resolver_data.time_at_update = m_entity->m_flSimulationTime( );

                        if ( m_entity->GetVelocity( ).Length2D( ) > 0.1f && ( m_entity->GetFlags( ) & FL_ONGROUND ) ) {
                            m_player->resolver_data.temp = m_entity->GetLowerBodyYaw( );
                            m_player->resolver_data.old_lowerbody_yaws = m_entity->GetLowerBodyYaw( );
                        }
                        else {
                            m_player->resolver_data.temp = m_player->resolver_data.old_lowerbody_yaws;
                        }
                    }
                    else {
                        m_player->resolver_data.temp = m_entity->GetLowerBodyYaw( ) - m_player->resolver_data.old_yaw_deltas;
                    }

                    float fixed_resolve = m_player->resolver_data.temp;

                    if ( m_entity->GetVelocity( ).Length2D( ) > 36 ) {
                        m_angles->y = m_entity->GetLowerBodyYaw( );
                    } else if ( simtime_delta > 1.525f ) {
                        if ( simtime_delta > 1.525f && simtime_delta < 2.25f ) {
                            switch ( m_player->resolver_data.shots % 2 ) {
                            case 0:m_angles->y = m_player->resolver_data.stored_lby; break;
                            case 1:m_angles->y = m_player->resolver_data.newer_stored_lby; break;
                            }
                        } else if ( simtime_delta > 2.25f && simtime_delta < 2.95f ) {
                            m_angles->y = m_entity->GetLowerBodyYaw( );
                        } else if ( simtime_delta > 2.95f ) {
                            switch ( m_player->resolver_data.shots % 3 ) {
                            case 0:m_angles->y = m_player->resolver_data.stored_lby; break;
                            case 1:m_angles->y = m_entity->GetLowerBodyYaw( ); break;
                            case 2:m_angles->y = m_player->resolver_data.newer_stored_lby; break;
                            }
                        }
                    }
                    else if ( simtime_delta <= 1.525f && simtime_delta > 1.125f ) {
                        m_angles->y = m_entity->GetLowerBodyYaw( );
                    } else {
                        if ( simtime_delta <= .57f ) {
                            m_player->resolver_data.resolved_yaw = m_entity->GetLowerBodyYaw( );
                        } else {
                            if ( simtime_delta <= .1 ) {
                                m_angles->y = m_entity->GetLowerBodyYaw( );
                            } else if ( ( fabs( m_entity->GetLowerBodyYaw( ) - m_player->resolver_data.stored_lby ) ) >= 65 ) {
                                if ( ( fabs( m_player->resolver_data.newer_stored_lby - m_player->resolver_data.stored_lby ) ) >= 55 ) {
                                    m_angles->y = m_player->resolver_data.stored_lby;
                                } else {
                                    switch ( m_player->resolver_data.shots % 2 ) {
                                    case 0: m_angles->y = m_player->resolver_data.newer_stored_lby; break;
                                    case 1:    m_angles->y = m_entity->GetLowerBodyYaw( ) + 180; break;
                                    }
                                }
                            } else {
                                m_angles->y = m_entity->GetLowerBodyYaw( );
                            }
                        }
                        m_angles->y = m_player->resolver_data.resolved_yaw;
                    }
                }
                else if (resolvermode_y == 2) m_angles->y = m_entity->GetEyeAngles()->y;
                else if (resolvermode_y == 3) m_angles->y = at_target_angle.y - 90;
                else if (resolvermode_y == 4) m_angles->y = at_target_angle.y + 90;
                else if (resolvermode_y == 5) m_angles->y = at_target_angle.y + 180;
            }

            if (m_player->resolver_data.has_hit_angle) m_angles->y = m_player->resolver_data.last_hit_angle.y;

            if ( resolverconfig.bResolverOverride && GetAsyncKeyState( resolverconfig.iResolverOverrideKey ) ) {
                Vector pos_enemy;
                Vector local_target_angle;
                if ( game::functions.world_to_screen( m_entity->GetOrigin( ), pos_enemy ) ) {
                    game::math.calculate_angle( m_local->GetOrigin( ), m_entity->GetOrigin( ), local_target_angle );

                    POINT mouse = GUI.GetMouse( );
                    float delta = mouse.x - pos_enemy.x;

                    if ( delta < 0 ) m_angles->y = local_target_angle.y + 90;
                    else m_angles->y = local_target_angle.y - 90;
                }
                
            }

            if (m_player->resolver_data.has_hit_angle && m_player->resolver_data.missed_shots >= 2) {
                m_player->resolver_data.has_hit_angle = false;
                m_player->resolver_data.last_hit_angle = Vector(0, 0, 0);
            }

            if (m_player->resolver_data.missed_shots >= 8) {
                m_player->resolver_data.has_hit_angle = false;
                m_player->resolver_data.last_hit_angle = Vector(0, 0, 0);
                m_player->resolver_data.shots = 0;
                m_player->resolver_data.missed_shots = 0;
            }

            if (!miscconfig.bAntiUntrusted && m_entity == game::globals.Target)
                m_angles->x = game::globals.Shots % 5 == 4 ? -90.f : 90.f;

            if (m_player->ForcePitch && m_player->ForcePitch_Pitch) {
                float angles[] = { -90.f, 90.f };

                m_angles->x = angles[m_player->ForcePitch_Pitch + 1];
            }

            corrections.push_back(CResolverData(i, *m_angles, *m_entity->GetEyeAngles()));
        }
    }
}

void CResolver::apply_corrections(CUserCmd* m_pcmd) {
    if (m_pEngine->IsInGame() && m_pEngine->IsConnected() && game::localdata.localplayer()) {
        for each (CResolverData current in resolver.corrections) {
            IClientEntity* ent = (IClientEntity*)m_pEntityList->GetClientEntity(current.index);
            if (!ent || ent == game::localdata.localplayer() || ent->GetClientClass()->m_ClassID != (int)CSGOClassID::CCSPlayer || !ent->IsAlive()) continue;
            ent->GetEyeAngles()->y = current.realAngles.y;
            ent->GetEyeAngles()->x = current.realAngles.x;
        }
    }
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Менюшка есть когда заинжектил но когда зашел на карту все краш.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кст. Вот вам код ресольвера (ибо он сломан и скомпилить не получиться без него)


C++:
Expand Collapse Copy
#include "Resolver.h"
#include "Hooks.h"

CResolver resolver;

void CResolver::draw_developer_data() {
    if (resolverconfig.bResolverDebug) {
        int pos_y = 30;
        char buffer_shots[128];
        float shots = game::globals.Shots % 4;
        sprintf_s(buffer_shots, "Shots: %1.0f", shots);
        draw.text(4, pos_y, buffer_shots, draw.fonts.menu_bold, Color(255, 255, 255));
        pos_y += 10;

        char buffer_chokedticks[128];
        float choked_ticks = game::globals.choked_ticks;
        sprintf_s(buffer_chokedticks, "Choked ticks: %1.0f", choked_ticks);
        draw.text(4, pos_y, buffer_chokedticks, draw.fonts.menu_bold, Color(255, 255, 255));
        pos_y += 10;

        if (game::globals.UserCmd) {
            char buffer_realyaw[128];
            static float real_yaw = 0;
            if (!game::globals.SendPacket) real_yaw = game::globals.UserCmd->viewangles.y;
            sprintf_s(buffer_realyaw, "Real yaw: %1.0f", real_yaw);
            draw.text(4, pos_y, buffer_realyaw, draw.fonts.menu_bold, Color(255, 255, 255));
            pos_y += 10;

            char buffer_fakeyaw[128];
            static float fake_yaw = 0;
            if (game::globals.SendPacket) fake_yaw = game::globals.UserCmd->viewangles.y;
            sprintf_s(buffer_fakeyaw, "Fake yaw: %1.0f", fake_yaw);
            draw.text(4, pos_y, buffer_fakeyaw, draw.fonts.menu_bold, Color(255, 255, 255));
            pos_y += 20;
        }
    }
}

void CResolver::add_corrections() {
    if (m_pEngine->IsInGame() && m_pEngine->IsConnected()) {

        IClientEntity* m_local = game::localdata.localplayer();

        for (int i = 1; i < m_pGlobals->maxClients; i++) {

            auto m_entity = m_pEntityList->GetClientEntity(i);
            if (!m_entity || m_entity == m_local || m_entity->GetClientClass()->m_ClassID != (int)CSGOClassID::CCSPlayer || !m_entity->IsAlive()) continue;

            CPlayer* m_player = plist.get_player(i);
            m_player->entity = m_entity;

            bool enable_resolver_y = resolverconfig.bAntiAimCorrection;

            int resolvermode_y = resolverconfig.bAntiAimCorrection ? 1 : 0;
            if (m_player->ForceYaw && m_player->ForceYaw_Yaw) {
                resolvermode_y = m_player->ForceYaw_Yaw;
                enable_resolver_y = true;
            }

            Vector* m_angles = m_entity->GetEyeAngles();
            Vector at_target_angle;

            game::math.calculate_angle(m_entity->GetOrigin(), m_local->GetOrigin(), at_target_angle);
            game::math.normalize_vector(at_target_angle);
            if (enable_resolver_y) {
                if (resolvermode_y == 1) {
                    if ( m_entity->GetVelocity( ).Length2D( ) > .1 ) {
                        m_player->resolver_data.newer_stored_lby = m_entity->GetLowerBodyYaw( );
                    }

                    float simtime_delta = m_entity->m_flSimulationTime( ) - m_player->resolver_data.time_at_update;

                    if ( m_entity->GetVelocity( ).Length2D( ) > 36 ) {
                        m_player->resolver_data.stored_lby = m_entity->GetLowerBodyYaw( );
                        m_player->resolver_data.stored_lby_two = m_entity->GetLowerBodyYaw( );
                    }

                    if ( m_player->resolver_data.old_lowerbody_yaws != m_entity->GetLowerBodyYaw( ) ) {
                        m_player->resolver_data.old_yaw_deltas = m_entity->GetLowerBodyYaw( ) - m_player->resolver_data.old_lowerbody_yaws;
                        m_player->resolver_data.old_lowerbody_yaws = m_entity->GetLowerBodyYaw( );
                        m_player->resolver_data.time_at_update = m_entity->m_flSimulationTime( );

                        if ( m_entity->GetVelocity( ).Length2D( ) > 0.1f && ( m_entity->GetFlags( ) & FL_ONGROUND ) ) {
                            m_player->resolver_data.temp = m_entity->GetLowerBodyYaw( );
                            m_player->resolver_data.old_lowerbody_yaws = m_entity->GetLowerBodyYaw( );
                        }
                        else {
                            m_player->resolver_data.temp = m_player->resolver_data.old_lowerbody_yaws;
                        }
                    }
                    else {
                        m_player->resolver_data.temp = m_entity->GetLowerBodyYaw( ) - m_player->resolver_data.old_yaw_deltas;
                    }

                    float fixed_resolve = m_player->resolver_data.temp;

                    if ( m_entity->GetVelocity( ).Length2D( ) > 36 ) {
                        m_angles->y = m_entity->GetLowerBodyYaw( );
                    } else if ( simtime_delta > 1.525f ) {
                        if ( simtime_delta > 1.525f && simtime_delta < 2.25f ) {
                            switch ( m_player->resolver_data.shots % 2 ) {
                            case 0:m_angles->y = m_player->resolver_data.stored_lby; break;
                            case 1:m_angles->y = m_player->resolver_data.newer_stored_lby; break;
                            }
                        } else if ( simtime_delta > 2.25f && simtime_delta < 2.95f ) {
                            m_angles->y = m_entity->GetLowerBodyYaw( );
                        } else if ( simtime_delta > 2.95f ) {
                            switch ( m_player->resolver_data.shots % 3 ) {
                            case 0:m_angles->y = m_player->resolver_data.stored_lby; break;
                            case 1:m_angles->y = m_entity->GetLowerBodyYaw( ); break;
                            case 2:m_angles->y = m_player->resolver_data.newer_stored_lby; break;
                            }
                        }
                    }
                    else if ( simtime_delta <= 1.525f && simtime_delta > 1.125f ) {
                        m_angles->y = m_entity->GetLowerBodyYaw( );
                    } else {
                        if ( simtime_delta <= .57f ) {
                            m_player->resolver_data.resolved_yaw = m_entity->GetLowerBodyYaw( );
                        } else {
                            if ( simtime_delta <= .1 ) {
                                m_angles->y = m_entity->GetLowerBodyYaw( );
                            } else if ( ( fabs( m_entity->GetLowerBodyYaw( ) - m_player->resolver_data.stored_lby ) ) >= 65 ) {
                                if ( ( fabs( m_player->resolver_data.newer_stored_lby - m_player->resolver_data.stored_lby ) ) >= 55 ) {
                                    m_angles->y = m_player->resolver_data.stored_lby;
                                } else {
                                    switch ( m_player->resolver_data.shots % 2 ) {
                                    case 0: m_angles->y = m_player->resolver_data.newer_stored_lby; break;
                                    case 1:    m_angles->y = m_entity->GetLowerBodyYaw( ) + 180; break;
                                    }
                                }
                            } else {
                                m_angles->y = m_entity->GetLowerBodyYaw( );
                            }
                        }
                        m_angles->y = m_player->resolver_data.resolved_yaw;
                    }
                }
                else if (resolvermode_y == 2) m_angles->y = m_entity->GetEyeAngles()->y;
                else if (resolvermode_y == 3) m_angles->y = at_target_angle.y - 90;
                else if (resolvermode_y == 4) m_angles->y = at_target_angle.y + 90;
                else if (resolvermode_y == 5) m_angles->y = at_target_angle.y + 180;
            }

            if (m_player->resolver_data.has_hit_angle) m_angles->y = m_player->resolver_data.last_hit_angle.y;

            if ( resolverconfig.bResolverOverride && GetAsyncKeyState( resolverconfig.iResolverOverrideKey ) ) {
                Vector pos_enemy;
                Vector local_target_angle;
                if ( game::functions.world_to_screen( m_entity->GetOrigin( ), pos_enemy ) ) {
                    game::math.calculate_angle( m_local->GetOrigin( ), m_entity->GetOrigin( ), local_target_angle );

                    POINT mouse = GUI.GetMouse( );
                    float delta = mouse.x - pos_enemy.x;

                    if ( delta < 0 ) m_angles->y = local_target_angle.y + 90;
                    else m_angles->y = local_target_angle.y - 90;
                }
               
            }

            if (m_player->resolver_data.has_hit_angle && m_player->resolver_data.missed_shots >= 2) {
                m_player->resolver_data.has_hit_angle = false;
                m_player->resolver_data.last_hit_angle = Vector(0, 0, 0);
            }

            if (m_player->resolver_data.missed_shots >= 8) {
                m_player->resolver_data.has_hit_angle = false;
                m_player->resolver_data.last_hit_angle = Vector(0, 0, 0);
                m_player->resolver_data.shots = 0;
                m_player->resolver_data.missed_shots = 0;
            }

            if (!miscconfig.bAntiUntrusted && m_entity == game::globals.Target)
                m_angles->x = game::globals.Shots % 5 == 4 ? -90.f : 90.f;

            if (m_player->ForcePitch && m_player->ForcePitch_Pitch) {
                float angles[] = { -90.f, 90.f };

                m_angles->x = angles[m_player->ForcePitch_Pitch + 1];
            }

            corrections.push_back(CResolverData(i, *m_angles, *m_entity->GetEyeAngles()));
        }
    }
}

void CResolver::apply_corrections(CUserCmd* m_pcmd) {
    if (m_pEngine->IsInGame() && m_pEngine->IsConnected() && game::localdata.localplayer()) {
        for each (CResolverData current in resolver.corrections) {
            IClientEntity* ent = (IClientEntity*)m_pEntityList->GetClientEntity(current.index);
            if (!ent || ent == game::localdata.localplayer() || ent->GetClientClass()->m_ClassID != (int)CSGOClassID::CCSPlayer || !ent->IsAlive()) continue;
            ent->GetEyeAngles()->y = current.realAngles.y;
            ent->GetEyeAngles()->x = current.realAngles.x;
        }
    }
}
блять ты че за гуманоид, кому он нахуй сдался? он даже не под саблим переписан ало... а насчет краша я выше объяснил, инопришеленец блять ты с какой планеты
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
блять ты че за гуманоид, кому он нахуй сдался? он даже не под саблим переписан ало... а насчет краша я выше объяснил, инопришеленец блять ты с какой планеты
Ну ты понятнее напиши где фиксить. Ибо гетвейпондата обнови. Это что? Это где? И как?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ну или скинь фикшенный гетвейпондата.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Да я тупой незнаю где пофиксить.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Где я тебе тему то найду на юге?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
А ты про варн варн за 1.5
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1. https://yougame.biz/threads/101757/
2. Сурсы, что я кинул, вроде от сентября и с меню вт в1
3. Там даже олд меню лежит, просто /del незакоменченое и раскоментить остальное
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
(, фиксить то че надо (и где)))))
 
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