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Вопрос Resolver ft xy0

got a brand new bitch
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28 Дек 2018
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1>C:\Users\temichhhh\Desktop\dlls — копия\Antario\Features\Resolver\Resolver.cpp(172,24): error C2228: выражение слева от ".layer" должно представлять класс, структуру или объединение
как фиксить
сурс от @train67
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
На почитай ->
Пожалуйста, авторизуйтесь для просмотра ссылки.

Фиксится ez
C++:
Expand Collapse Copy
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;
                    }
                }
            }
 
        }
    }
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
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;
                    }
                }
            }

        }
    }
}
GetSequenceActivity.layer, меняешь на
GetSequenceActivity->layer
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
GetSequenceActivity.layer, меняешь на
GetSequenceActivity->layer
1>C:\Users\temichhhh\Desktop\dlls — копия\Antario\Features\Resolver\Resolver.cpp(166,24): error C2227: выражение слева от "->layer" должно указывать на тип класса, структуры или объединения либо на универсальный тип
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
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;
                    }
                }
            }

        }
    }
}
стираешь нах это бессполезно. v6 нигде не юзается.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
стираешь нах это бессполезно. v6 нигде не юзается.
СТЕР БЛЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯТЬ
1>Hooks.obj : error LNK2019: ссылка на неразрешенный внешний символ "public: void __thiscall Resolver::OnCreateMove(void)" (?OnCreateMove@Resolver@@QAEXXZ) в функции "public: static bool __fastcall Hooks::CreateMove(class IClientMode *,void *,float,class CUserCmd *)" (?CreateMove@Hooks@@SI_NPAVIClientMode@@PAXMPAVCUserCmd@@@Z)
1>Hooks.obj : error LNK2019: ссылка на неразрешенный внешний символ "public: void __thiscall Resolver::FrameStage(enum ClientFrameStage_t)" (?FrameStage@Resolver@@QAEXW4ClientFrameStage_t@@@Z) в функции "public: static void __stdcall Hooks::FrameStageNotify(enum ClientFrameStage_t)" (?FrameStageNotify@Hooks@@SGXW4ClientFrameStage_t@@@Z)
1>C:\Users\temichhhh\Desktop\dlls — копия\build\Win32\Release\load.dll : fatal error LNK1120: неразрешенных внешних элементов: 2

:coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage:
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
СТЕР БЛЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯТЬ
1>Hooks.obj : error LNK2019: ссылка на неразрешенный внешний символ "public: void __thiscall Resolver::OnCreateMove(void)" (?OnCreateMove@Resolver@@QAEXXZ) в функции "public: static bool __fastcall Hooks::CreateMove(class IClientMode *,void *,float,class CUserCmd *)" (?CreateMove@Hooks@@SI_NPAVIClientMode@@PAXMPAVCUserCmd@@@Z)
1>Hooks.obj : error LNK2019: ссылка на неразрешенный внешний символ "public: void __thiscall Resolver::FrameStage(enum ClientFrameStage_t)" (?FrameStage@Resolver@@QAEXW4ClientFrameStage_t@@@Z) в функции "public: static void __stdcall Hooks::FrameStageNotify(enum ClientFrameStage_t)" (?FrameStageNotify@Hooks@@SGXW4ClientFrameStage_t@@@Z)
1>C:\Users\temichhhh\Desktop\dlls — копия\build\Win32\Release\load.dll : fatal error LNK1120: неразрешенных внешних элементов: 2

:coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage:
ты лох просто
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1582133176536.png
 
лоу пастер, даже я знаю как сделать новый ресольвер под xy0, на практике работаю, и всё збс (крч автор лох /del тему плз)
 
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.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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1>Hooks.obj : error LNK2019: ссылка на неразрешенный внешний символ "public: void __thiscall Resolver::OnCreateMove(void)" (?OnCreateMove@Resolver@@QAEXXZ) в функции "public: static bool __fastcall Hooks::CreateMove(class IClientMode *,void *,float,class CUserCmd *)" (?CreateMove@Hooks@@SI_NPAVIClientMode@@PAXMPAVCUserCmd@@@Z)
1>Hooks.obj : error LNK2019: ссылка на неразрешенный внешний символ "public: void __thiscall Resolver::FrameStage(enum ClientFrameStage_t)" (?FrameStage@Resolver@@QAEXW4ClientFrameStage_t@@@Z) в функции "public: static void __stdcall Hooks::FrameStageNotify(enum ClientFrameStage_t)" (?FrameStageNotify@Hooks@@SGXW4ClientFrameStage_t@@@Z)
1>C:\Users\temichhhh\Desktop\dlls — копия\build\Win32\Release\load.dll : fatal error LNK1120: неразрешенных внешних элементов: 2

:coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage: :coldsideRage:
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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