Бульдозер
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Автор темы
- #1
/del
Последнее редактирование:
Оуу....float v27 = pEnt->GetEyeAngles().y == 0.0 ? -89 : 89;
АХХАХАХАХАХА ТЫ ХОТЬ ЧИТАЛ КОД ПЕРЕД ТЕМ КАК ЛИКНУТЬНе бейте если что-то не так. Мне скинули и я ликнул
C++:void HandleBackUpResolve(C_BaseEntity* pEnt) { int v19 = Globals::MissedShots[pEnt->EntIndex()] % 4; switch (v19) { case 0: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 45.0; break; case 1: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 45.0; break; case 2: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 30.0; break; case 3: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 30.0; break; default: return; } } } } } }
klareon, добавляй.Оуу....
Не ну в пизду такую залупу.klareon, добавляй.
правильная реализация:float flMaxYawModifier = player_animation_state->pad10[516] * flMaxYawModifier;
float flMinYawModifier = player_animation_state->pad10[512] * flMaxYawModifier;
тоже неправильно кста
//вещественное число, с плавающей точкой, одинарной точности (float)
float flYawModifier = (((m_flGroundFraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
float flMaxYawModifier = flYawModifier * m_flMaxYaw;
float flMinYawModifier = flYawModifier * m_flMinYaw;
Делать нормальный ресольвер - нахуй надаНе бейте если что-то не так. Мне скинули и я ликнул
C++:void HandleBackUpResolve(C_BaseEntity* pEnt) { if (!c_config::get().aimbot_resolver) return; if (pEnt->GetTeam() == Globals::LocalPlayer->GetTeam()) return; auto animstate = pEnt->AnimState(); const auto player_animation_state = pEnt->AnimState(); float flMaxYawModifier = player_animation_state->pad10[516] * flMaxYawModifier; float flMinYawModifier = player_animation_state->pad10[512] * flMaxYawModifier; float newFeetYaw = 1.f; auto eyeYaw = player_animation_state->m_flEyeYaw; auto lbyYaw = player_animation_state->m_flGoalFeetYaw; float eye_feet_delta = fabs(eyeYaw - lbyYaw); if (!player_animation_state) return; float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime); auto v28 = 0.f; if (player_animation_state->m_flFeetSpeedForwardsOrSideWays >= 0.0f) { v28 = fminf(player_animation_state->m_flFeetSpeedForwardsOrSideWays, 0.0f); } else { v28 = 0x3F800000; } float v49 = ((player_animation_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v49; float flYawModifier = v49 + 1.0; if (player_animation_state->m_fDuckAmount > 0.0) { float v53 = 0.0f; if (player_animation_state->m_flFeetSpeedUnknownForwardOrSideways >= 0.0) { v53 = fminf(player_animation_state->m_flFeetSpeedUnknownForwardOrSideways, 1.0); } else { v53 = 0.0f; } } if (eye_feet_delta <= flMaxYawModifier) { if (flMinYawModifier > eye_feet_delta) { newFeetYaw = fabs(flMinYawModifier) + eyeYaw; } } else { newFeetYaw = eyeYaw - fabs(flMaxYawModifier); } float v136 = fmod(newFeetYaw, 360.0); if (v136 > 180.0) { v136 = v136 - 360.0; } if (v136 < 180.0) { v136 = v136 + 360.0; } v28 = v49++; { // inlined max_desync_delta float v9 = fabs(animstate->m_iLastClientSideAnimationUpdateFramecount - animstate->m_flLastClientSideAnimationUpdateTime); float speedfraction = 0.0; if (animstate->m_flFeetSpeedForwardsOrSideWays < 0.0) speedfraction = 0.0; else speedfraction = animstate->m_flFeetSpeedForwardsOrSideWays; float v2 = (animstate->m_flStopToFullRunningFraction * -0.30000001 - 0.19999999) * speedfraction; float v18 = v2; float v3 = v2 + 1.0; float v23 = v3; if (animstate->m_fDuckAmount > 0.0) { float v29 = 0.0; if (animstate->m_flFeetSpeedUnknownForwardOrSideways < 0.0) v29 = 0.0; else v29 = fminf((animstate->m_flFeetSpeedUnknownForwardOrSideways), 0x3F800000); } if (Globals::LocalPlayer) { for (int i = 1; i < g_pEngine->GetMaxClients(); ++i) { if (pEnt)// dormant { float v28 = pEnt->GetEyeAngles().y == 0.0 ? -58 : 58; if (v28) return; float v27 = pEnt->GetEyeAngles().y == 0.0 ? -89 : 89; if (v27) return; float v26 = pEnt->GetEyeAngles().y == 0.0 ? -79 : 79; if (v26) return; float v25 = pEnt->GetEyeAngles().y == 0.0 ? -125 : 125; if (v25) return; float v24 = pEnt->GetEyeAngles().y == 0.0 ? -78 : 78; if (v24) return; } float v8 = 0; float v7 = 0; float v6 = 0; for (size_t i = 0; i < pEnt->GetNumAnimOverlays(); i++) { auto layer = pEnt->GetNumAnimOverlays(); if (!layer) continue; if (pEnt->GetSequenceActivity.layer->m_nSequence() == 979); v6 = pEnt->GetLowerBodyYaw(); } float v20 = (animstate->m_vVelocityX) * v23; float a1 = (animstate->m_vVelocityY) * v23; float v30 = 0.0; float eye_angles_y = animstate->m_flEyeYaw; float goal_feet_yaw = animstate->m_flGoalFeetYaw; float v22 = fabs(eye_angles_y - goal_feet_yaw); if (v20 < v22) { float v11 = fabs(v20); v30 = eye_angles_y - v11; } else if (a1 > v22) { float v12 = fabs(a1); v30 = v12 + eye_angles_y; } float v36 = std::fmodf((v30), 360.0); if (v36 > 180.0) v36 = v36 - 360.0; if (v36 < 180.0) v36 = v36 + 360.0; animstate->m_flGoalFeetYaw = v36; if (Globals::MissedShots[pEnt->EntIndex()] > 2) { int v19 = Globals::MissedShots[pEnt->EntIndex()] % 4; switch (v19) { case 0: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 45.0; break; case 1: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 45.0; break; case 2: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw - 30.0; break; case 3: animstate->m_flGoalFeetYaw = animstate->m_flGoalFeetYaw + 30.0; break; default: return; player_animation_state->m_flGoalFeetYaw = v136; } } } } } }
подскажите пж рили"if(pEnt->GetSequenceActivity.layer->m_nSequence() == 979);" how to fix this shit (C2228) Error
fake resolver"if(pEnt->GetSequenceActivity.layer->m_nSequence() == 979);" how to fix this shit (C2228) Error как фиксить?
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