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;
}
}
Это просто ухахатбл, но всё равно +rep за фиксПожалуйста, авторизуйтесь для просмотра ссылки.ss:Пожалуйста, авторизуйтесь для просмотра ссылки.
я надеюсь что это не весь резольвер xDКод: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?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; } }
ur injector issuedoesnt inject
that's tap ot!!!!1111!!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; } }
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; } }
не рабочий мем[URL unfurl = "true"]Пожалуйста, авторизуйтесь для просмотра ссылки.[/ URL]
ss: gaymsensei menu
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz