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- 24 Авг 2019
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Какие углы надо брутить, имея вот такие залупы:
C++:
switch ( g_Resolver.GResolverData[i].ShotsAtMode[ ( int ) ResolverModes::AIR_FREESTANDING] % 4 )
{
case 0:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget();
break;
case 1:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 180.f;
break;
case 2:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 45.f;
break;
case 3:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 45.f;
break;
default:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget();
}
C++:
switch ( g_Resolver.GResolverData[i].ShotsAtMode[ ( int ) ResolverModes::FAKEWALK_BRUTFORCE] % 8 )
{
case 0:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 45.f;
break;
case 1:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 120.f;
break;
case 2:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 45.f;
break;
case 3:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 120.f;
break;
case 4:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 180.f;
break;
case 5:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 90.f;
break;
case 6:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 90.f;
break;
case 7:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget();
break;
}
C++:
switch ( g_Resolver.GResolverData[i].ShotsAtMode[ ( int ) ResolverModes::BRUTFORCE_ALL_DISABLED] % 10 )
{
case 0:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 45.f;
break;
case 1:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 120.f;
break;
case 2:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 45.f;
break;
case 3:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 120.f;
break;
case 4:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 90.f;
break;
case 5:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 90.f;
break;
case 6:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() - 150.f;
break;
case 7:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 150.f;
break;
case 8:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget() + 180.f;
break;
case 9:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget();
break;
default:
entity->m_angEyeAngles().yaw = entity->m_flLowerBodyYawTarget();
}
g_Resolver.GResolverData[i].mode = ResolverModes::BRUTFORCE_ALL_DISABLED;
