Gaymsensei old src code leak (yonen shit paste)

B.O.M.J
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Код:
    void Resolver()
    {
        if (!Variables.RageResolver)
            return;

        for (int i = 1; i <= g_GlobalVars->maxClients; i++)
        {
            C_BasePlayer* player = C_BasePlayer::GetPlayerByIndex(i);
            if (!player || !player->IsAlive() || player->IsDormant())
                continue;

            if (player == g_LocalPlayer)
                return;

            if (!Variables.RageResolveAll && g_LocalPlayer->m_iTeamNum())
                return;

            //This is actually right, but scanning the real player yaw may take much time, so just let it do this (need to create an different options)
            auto feet_yaw = player->GetPlayerAnimState()->m_flCurrentFeetYaw;
            auto body_max_rotation = 58.f;
            if (feet_yaw <= 58)
            {
                if (-58 > feet_yaw)
                    player->m_angEyeAngles().yaw = body_max_rotation + player->m_angEyeAngles().yaw;
            }
            else
            {
                player->m_angEyeAngles().yaw = body_max_rotation - player->m_angEyeAngles().yaw;
            }
            if (player->GetAnimOverlay(6)->m_flPlaybackRate > 0.1)
            {
                for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f)
                {
                    player->m_angEyeAngles().yaw = resolve_delta;
                }
            }

            float_t new_yaw = player->m_flLowerBodyYawTarget();
            new_yaw = Math::ClampYaw(new_yaw);

            player->m_angEyeAngles().yaw = new_yaw;

            continue;

        }
    }
 
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kira yoshikage
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Код:
    void Resolver()
    {
        if (!Variables.RageResolver)
            return;

        for (int i = 1; i <= g_GlobalVars->maxClients; i++)
        {
            C_BasePlayer* player = C_BasePlayer::GetPlayerByIndex(i);
            if (!player || !player->IsAlive() || player->IsDormant())
                continue;

            if (player == g_LocalPlayer)
                return;

            if (!Variables.RageResolveAll && g_LocalPlayer->m_iTeamNum())
                return;

            //This is actually right, but scanning the real player yaw may take much time, so just let it do this (need to create an different options)
            auto feet_yaw = player->GetPlayerAnimState()->m_flCurrentFeetYaw;
            auto body_max_rotation = 58.f;
            if (feet_yaw <= 58)
            {
                if (-58 > feet_yaw)
                    player->m_angEyeAngles().yaw = body_max_rotation + player->m_angEyeAngles().yaw;
            }
            else
            {
                player->m_angEyeAngles().yaw = body_max_rotation - player->m_angEyeAngles().yaw;
            }
            if (player->GetAnimOverlay(6)->m_flPlaybackRate > 0.1)
            {
                for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f)
                {
                    player->m_angEyeAngles().yaw = resolve_delta;
                }
            }

            float_t new_yaw = player->m_flLowerBodyYawTarget();
            new_yaw = Math::ClampYaw(new_yaw);

            player->m_angEyeAngles().yaw = new_yaw;

            continue;

        }
    }
я надеюсь что это не весь резольвер xD
 
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Код:
    void Resolver()
    {
        if (!Variables.RageResolver)
            return;

        for (int i = 1; i <= g_GlobalVars->maxClients; i++)
        {
            C_BasePlayer* player = C_BasePlayer::GetPlayerByIndex(i);
            if (!player || !player->IsAlive() || player->IsDormant())
                continue;

            if (player == g_LocalPlayer)
                return;

            if (!Variables.RageResolveAll && g_LocalPlayer->m_iTeamNum())
                return;

            //This is actually right, but scanning the real player yaw may take much time, so just let it do this (need to create an different options)
            auto feet_yaw = player->GetPlayerAnimState()->m_flCurrentFeetYaw;
            auto body_max_rotation = 58.f;
            if (feet_yaw <= 58)
            {
                if (-58 > feet_yaw)
                    player->m_angEyeAngles().yaw = body_max_rotation + player->m_angEyeAngles().yaw;
            }
            else
            {
                player->m_angEyeAngles().yaw = body_max_rotation - player->m_angEyeAngles().yaw;
            }
            if (player->GetAnimOverlay(6)->m_flPlaybackRate > 0.1)
            {
                for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f)
                {
                    player->m_angEyeAngles().yaw = resolve_delta;
                }
            }

            float_t new_yaw = player->m_flLowerBodyYawTarget();
            new_yaw = Math::ClampYaw(new_yaw);

            player->m_angEyeAngles().yaw = new_yaw;

            continue;

        }
    }
смахивает на GladiatorCheatz v2, или это он и есть?
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
trap cheat
Код:
    void Resolver()
    {
        if (!Variables.RageResolver)
            return;

        for (int i = 1; i <= g_GlobalVars->maxClients; i++)
        {
            C_BasePlayer* player = C_BasePlayer::GetPlayerByIndex(i);
            if (!player || !player->IsAlive() || player->IsDormant())
                continue;

            if (player == g_LocalPlayer)
                return;

            if (!Variables.RageResolveAll && g_LocalPlayer->m_iTeamNum())
                return;

            //This is actually right, but scanning the real player yaw may take much time, so just let it do this (need to create an different options)
            auto feet_yaw = player->GetPlayerAnimState()->m_flCurrentFeetYaw;
            auto body_max_rotation = 58.f;
            if (feet_yaw <= 58)
            {
                if (-58 > feet_yaw)
                    player->m_angEyeAngles().yaw = body_max_rotation + player->m_angEyeAngles().yaw;
            }
            else
            {
                player->m_angEyeAngles().yaw = body_max_rotation - player->m_angEyeAngles().yaw;
            }
            if (player->GetAnimOverlay(6)->m_flPlaybackRate > 0.1)
            {
                for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f)
                {
                    player->m_angEyeAngles().yaw = resolve_delta;
                }
            }

            float_t new_yaw = player->m_flLowerBodyYawTarget();
            new_yaw = Math::ClampYaw(new_yaw);

            player->m_angEyeAngles().yaw = new_yaw;

            continue;

        }
    }
that's tap ot!!!!1111!!
 
EFI_COMPROMISED_DATA
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Код:
    void Resolver()
    {
        if (!Variables.RageResolver)
            return;

        for (int i = 1; i <= g_GlobalVars->maxClients; i++)
        {
            C_BasePlayer* player = C_BasePlayer::GetPlayerByIndex(i);
            if (!player || !player->IsAlive() || player->IsDormant())
                continue;

            if (player == g_LocalPlayer)
                return;

            if (!Variables.RageResolveAll && g_LocalPlayer->m_iTeamNum())
                return;

            //This is actually right, but scanning the real player yaw may take much time, so just let it do this (need to create an different options)
            auto feet_yaw = player->GetPlayerAnimState()->m_flCurrentFeetYaw;
            auto body_max_rotation = 58.f;
            if (feet_yaw <= 58)
            {
                if (-58 > feet_yaw)
                    player->m_angEyeAngles().yaw = body_max_rotation + player->m_angEyeAngles().yaw;
            }
            else
            {
                player->m_angEyeAngles().yaw = body_max_rotation - player->m_angEyeAngles().yaw;
            }
            if (player->GetAnimOverlay(6)->m_flPlaybackRate > 0.1)
            {
                for (int resolve_delta = 58.f; resolve_delta < -58.f; resolve_delta = resolve_delta - 20.f)
                {
                    player->m_angEyeAngles().yaw = resolve_delta;
                }
            }

            float_t new_yaw = player->m_flLowerBodyYawTarget();
            new_yaw = Math::ClampYaw(new_yaw);

            player->m_angEyeAngles().yaw = new_yaw;

            continue;

        }
    }
1584464894790.png
 
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