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C++ Jumpubg source for Anatrio

kira yoshikage
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21 Янв 2020
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C++:
Expand Collapse Copy
void DoJumpBug()
    {
        if (!g_Settings.misc.bJumpBug)
            return;
        C_BaseEntity* local = g_pEntityList->GetClientEntity(g_pEngine->GetLocalPlayer());
        float max_radias = D3DX_PI * 2;
        float step = max_radias / 128;
        float xThick = 23;
 
        if (g_Settings.misc.bJumpBug && g_pInputSystem->IsButtonDown(g_Settings.misc.bJumpKey) && (local->GetFlags() & (1 << 0))) {
            g_Settings.misc.bBhopEnabled = false;
            int screenWidth, screenHeight;
            g_pEngine->GetScreenSize(screenWidth, screenHeight);
            if (unduck) {
                g_Settings.bDidJump = false;
                pCmd->buttons &= ~IN_DUCK; // duck
                pCmd->buttons |= IN_JUMP; // jump
                unduck = false;
            }
            Vector pos = local->GetOrigin();
            for (float a = 0.f; a < max_radias; a += step) {
                Vector pt;
                pt.x = (xThick * cos(a)) + pos.x;
                pt.y = (xThick * sin(a)) + pos.y;
                pt.z = pos.z;
 
 
                Vector pt2 = pt;
                pt2.z -= 6;
 
                trace_t fag;
 
                Ray_t ray;
                ray.Init(pt, pt2);
 
                CTraceFilter flt;
                flt.pSkip = local;
                g_pEngineTrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &flt, &fag);
 
                if (fag.fraction != 1.f && fag.fraction != 0.f) {
                    g_Settings.bDidJump = true;
                    pCmd->buttons |= IN_DUCK; // duck
                    pCmd->buttons &= ~IN_JUMP; // jump
                    unduck = true;
                }
            }
            for (float a = 0.f; a < max_radias; a += step) {
                Vector pt;
                pt.x = ((xThick - 2.f)* cos(a)) + pos.x;
                pt.y = ((xThick - 2.f) * sin(a)) + pos.y;
                pt.z = pos.z;
 
                Vector pt2 = pt;
                pt2.z -= 6;
 
                trace_t fag;
 
                Ray_t ray;
                ray.Init(pt, pt2);
 
                CTraceFilter flt;
                flt.pSkip = local;
                g_pEngineTrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &flt, &fag);
 
                if (fag.fraction != 1.f && fag.fraction != 0.f) {
                    g_Settings.bDidJump = true;
                    pCmd->buttons |= IN_DUCK; // duck
                    pCmd->buttons &= ~IN_JUMP; // jump
                    unduck = true;
                }
            }
            for (float a = 0.f; a < max_radias; a += step) {
                Vector pt;
                pt.x = ((xThick - 20.f)* cos(a)) + pos.x;
                pt.y = ((xThick - 20.f) * sin(a)) + pos.y;
                pt.z = pos.z;
 
                Vector pt2 = pt;
                pt2.z -= 6;
 
                trace_t fag;
 
                Ray_t ray;
                ray.Init(pt, pt2);
 
                CTraceFilter flt;
                flt.pSkip = local;
                g_pEngineTrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &flt, &fag);
 
                if (fag.fraction != 1.f && fag.fraction != 0.f) {
                    g_Settings.bDidJump = true;
                    pCmd->buttons |= IN_DUCK; // duck
                    pCmd->buttons &= ~IN_JUMP; // jump
                    unduck = true;
                }
            }
        }
 
        
 
        else { g_Settings.misc.bBhopEnabled = true; }
        
    }
сделано для Anatrio
нашёл на uc
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
void DoJumpBug()
    {
        if (!g_Settings.misc.bJumpBug)
            return;
        C_BaseEntity* local = g_pEntityList->GetClientEntity(g_pEngine->GetLocalPlayer());
        float max_radias = D3DX_PI * 2;
        float step = max_radias / 128;
        float xThick = 23;

        if (g_Settings.misc.bJumpBug && g_pInputSystem->IsButtonDown(g_Settings.misc.bJumpKey) && (local->GetFlags() & (1 << 0))) {
            g_Settings.misc.bBhopEnabled = false;
            int screenWidth, screenHeight;
            g_pEngine->GetScreenSize(screenWidth, screenHeight);
            if (unduck) {
                g_Settings.bDidJump = false;
                pCmd->buttons &= ~IN_DUCK; // duck
                pCmd->buttons |= IN_JUMP; // jump
                unduck = false;
            }
            Vector pos = local->GetOrigin();
            for (float a = 0.f; a < max_radias; a += step) {
                Vector pt;
                pt.x = (xThick * cos(a)) + pos.x;
                pt.y = (xThick * sin(a)) + pos.y;
                pt.z = pos.z;


                Vector pt2 = pt;
                pt2.z -= 6;

                trace_t fag;

                Ray_t ray;
                ray.Init(pt, pt2);

                CTraceFilter flt;
                flt.pSkip = local;
                g_pEngineTrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &flt, &fag);

                if (fag.fraction != 1.f && fag.fraction != 0.f) {
                    g_Settings.bDidJump = true;
                    pCmd->buttons |= IN_DUCK; // duck
                    pCmd->buttons &= ~IN_JUMP; // jump
                    unduck = true;
                }
            }
            for (float a = 0.f; a < max_radias; a += step) {
                Vector pt;
                pt.x = ((xThick - 2.f)* cos(a)) + pos.x;
                pt.y = ((xThick - 2.f) * sin(a)) + pos.y;
                pt.z = pos.z;

                Vector pt2 = pt;
                pt2.z -= 6;

                trace_t fag;

                Ray_t ray;
                ray.Init(pt, pt2);

                CTraceFilter flt;
                flt.pSkip = local;
                g_pEngineTrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &flt, &fag);

                if (fag.fraction != 1.f && fag.fraction != 0.f) {
                    g_Settings.bDidJump = true;
                    pCmd->buttons |= IN_DUCK; // duck
                    pCmd->buttons &= ~IN_JUMP; // jump
                    unduck = true;
                }
            }
            for (float a = 0.f; a < max_radias; a += step) {
                Vector pt;
                pt.x = ((xThick - 20.f)* cos(a)) + pos.x;
                pt.y = ((xThick - 20.f) * sin(a)) + pos.y;
                pt.z = pos.z;

                Vector pt2 = pt;
                pt2.z -= 6;

                trace_t fag;

                Ray_t ray;
                ray.Init(pt, pt2);

                CTraceFilter flt;
                flt.pSkip = local;
                g_pEngineTrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &flt, &fag);

                if (fag.fraction != 1.f && fag.fraction != 0.f) {
                    g_Settings.bDidJump = true;
                    pCmd->buttons |= IN_DUCK; // duck
                    pCmd->buttons &= ~IN_JUMP; // jump
                    unduck = true;
                }
            }
        }

       

        else { g_Settings.misc.bBhopEnabled = true; }
       
    }
сделано для Anatrio
нашёл на uc
Что дает данный сурс?
 
Что дает данный сурс?
джампбаг это тайминговое приседание перед приземлением, легче делать всякие бхоп трюки, не теряется хп при падении с большой высоты, и не теряет скорость при бхопе
 
C++:
Expand Collapse Copy
if (!g_Settings.misc.bJumpBug)
            return; //this
        C_BaseEntity* local = g_pEntityList->GetClientEntity(g_pEngine->GetLocalPlayer());
        float max_radias = D3DX_PI * 2;
        float step = max_radias / 128;
        float xThick = 23;

        if (g_Settings.misc.bJumpBug && g_pInputSystem->IsButtonDown(g_Settings.misc.bJumpKey) && (local->GetFlags() & (1 << 0))) // this

r u mentally ill

not ur code
garbage pasted one
could be done in a lot easier way
not always works
epic double check if jumpbug is enabled, why?
 
C++:
Expand Collapse Copy
if (!g_Settings.misc.bJumpBug)
            return; //this
        C_BaseEntity* local = g_pEntityList->GetClientEntity(g_pEngine->GetLocalPlayer());
        float max_radias = D3DX_PI * 2;
        float step = max_radias / 128;
        float xThick = 23;

        if (g_Settings.misc.bJumpBug && g_pInputSystem->IsButtonDown(g_Settings.misc.bJumpKey) && (local->GetFlags() & (1 << 0))) // this

r u mentally ill

not ur code
garbage pasted one
could be done in a lot easier way
not always works
epic double check if jumpbug is enabled, why?
lol i write what code dont my XD
 
C++:
Expand Collapse Copy
if (!g_Settings.misc.bJumpBug)
            return; //this
        C_BaseEntity* local = g_pEntityList->GetClientEntity(g_pEngine->GetLocalPlayer());
        float max_radias = D3DX_PI * 2;
        float step = max_radias / 128;
        float xThick = 23;

        if (g_Settings.misc.bJumpBug && g_pInputSystem->IsButtonDown(g_Settings.misc.bJumpKey) && (local->GetFlags() & (1 << 0))) // this

r u mentally ill

not ur code
garbage pasted one
could be done in a lot easier way
not always works
epic double check if jumpbug is enabled, why?
he wrote at the end "сделано для Anatrio, нашёл на uc ", translate for u - "made for antario, found on uc".
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
как установить?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
this is trash and wont work well.
 
why use trace rays? There is something called prediction flags in this game. Maybe check them out! Jumpbug is rather simple to do. get engine prediction flags (flags predicted 1 tick ahead of you) check if flags are on ground, if they are and the old flags aren't. Crouch and block jump. Setup and unduck variable, unduck and jump. Enjoy
 
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