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Десинк не работает правильно, делает антрестед англ, яв 300

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14 Фев 2020
Сообщения
73
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21
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Без имени-1.png

C++:
Expand Collapse Copy
void Ragebot::AntiAim(CUserCmd* cmd, bool& bSendPacket) {
    if (!g_LocalPlayer->IsAlive())
        return;

    if (cmd->buttons & IN_USE)
        return;

    if (g_LocalPlayer->m_nMoveType() & MOVETYPE_LADDER || g_LocalPlayer->m_nMoveType() & MOVETYPE_NOCLIP)
        return;

    float flServerTime = g_GlobalVars->curtime;
    if (g_LocalPlayer->m_hActiveWeapon()->GetCSWeaponData()->iWeaponType == WEAPONTYPE_KNIFE) {
        float next_secondary_attack = g_LocalPlayer->m_hActiveWeapon()->m_flNextSecondaryAttack() - flServerTime;
        float next_primary_attack = g_LocalPlayer->m_hActiveWeapon()->m_flNextPrimaryAttack() - flServerTime;
        if ((cmd->buttons & IN_ATTACK && next_primary_attack < 0.f) || (cmd->buttons & IN_ATTACK2 && next_secondary_attack < 0.f))
            return;
    }

    if (!g_LocalPlayer->m_hActiveWeapon()->IsGrenade()) {
        if (g_LocalPlayer->m_hActiveWeapon()->m_Item().m_iItemDefinitionIndex() != ItemDefinitionIndex::WEAPON_REVOLVER) {
            if (cmd->buttons & IN_ATTACK && g_LocalPlayer->m_hActiveWeapon()->m_flNextPrimaryAttack() <= flServerTime) {
                return;
            }
        }
        else {
            if (cmd->buttons & IN_ATTACK2)
                return;

            if (CanFirePostpone(flServerTime) && (cmd->buttons & IN_ATTACK))
                return;
        }
    }
    else
    {
        if (g_LocalPlayer->m_hActiveWeapon()->is_being_thrown())
            return;
    }

    auto animstate = g_LocalPlayer->GetPlayerAnimState();

    animstate->m_flGoalFeetYaw = std::clamp(animstate->m_flGoalFeetYaw, -360.0f, 360.0f);

    animstate->m_flGoalFeetYaw = std::clamp(animstate->m_flGoalFeetYaw, animstate->m_flEyeYaw + MaxDesyncDelta(), animstate->m_flEyeYaw - MaxDesyncDelta());

    NormalizeAngle(animstate->m_flGoalFeetYaw);

    if (animstate->m_flSpeed > 0.1f || animstate->m_vecAbsVelocity.z > 100.0f) {

        animstate->m_flGoalFeetYaw = animstate->m_flEyeYaw;
    }
    else {

        animstate->m_flGoalFeetYaw = g_LocalPlayer->m_flLowerBodyYawTarget();
    }

    switch (g_Options.antihit.x) {
    case 1:
        cmd->viewangles.pitch = 89.f;
        break;
    }

    switch (g_Options.antihit.y) {
    case 1:
        cmd->viewangles.yaw += 180.f;
        break;
    }

    g_Ragebot.oldVa = cmd->viewangles;

    if (!bSendPacket)
        cmd->viewangles.yaw += 120.f;
}
:LUL:
 
Посмотреть вложение 68185
C++:
Expand Collapse Copy
void Ragebot::AntiAim(CUserCmd* cmd, bool& bSendPacket) {
    if (!g_LocalPlayer->IsAlive())
        return;

    if (cmd->buttons & IN_USE)
        return;

    if (g_LocalPlayer->m_nMoveType() & MOVETYPE_LADDER || g_LocalPlayer->m_nMoveType() & MOVETYPE_NOCLIP)
        return;

    float flServerTime = g_GlobalVars->curtime;
    if (g_LocalPlayer->m_hActiveWeapon()->GetCSWeaponData()->iWeaponType == WEAPONTYPE_KNIFE) {
        float next_secondary_attack = g_LocalPlayer->m_hActiveWeapon()->m_flNextSecondaryAttack() - flServerTime;
        float next_primary_attack = g_LocalPlayer->m_hActiveWeapon()->m_flNextPrimaryAttack() - flServerTime;
        if ((cmd->buttons & IN_ATTACK && next_primary_attack < 0.f) || (cmd->buttons & IN_ATTACK2 && next_secondary_attack < 0.f))
            return;
    }

    if (!g_LocalPlayer->m_hActiveWeapon()->IsGrenade()) {
        if (g_LocalPlayer->m_hActiveWeapon()->m_Item().m_iItemDefinitionIndex() != ItemDefinitionIndex::WEAPON_REVOLVER) {
            if (cmd->buttons & IN_ATTACK && g_LocalPlayer->m_hActiveWeapon()->m_flNextPrimaryAttack() <= flServerTime) {
                return;
            }
        }
        else {
            if (cmd->buttons & IN_ATTACK2)
                return;

            if (CanFirePostpone(flServerTime) && (cmd->buttons & IN_ATTACK))
                return;
        }
    }
    else
    {
        if (g_LocalPlayer->m_hActiveWeapon()->is_being_thrown())
            return;
    }

    auto animstate = g_LocalPlayer->GetPlayerAnimState();

    animstate->m_flGoalFeetYaw = std::clamp(animstate->m_flGoalFeetYaw, -360.0f, 360.0f);

    animstate->m_flGoalFeetYaw = std::clamp(animstate->m_flGoalFeetYaw, animstate->m_flEyeYaw + MaxDesyncDelta(), animstate->m_flEyeYaw - MaxDesyncDelta());

    NormalizeAngle(animstate->m_flGoalFeetYaw);

    if (animstate->m_flSpeed > 0.1f || animstate->m_vecAbsVelocity.z > 100.0f) {

        animstate->m_flGoalFeetYaw = animstate->m_flEyeYaw;
    }
    else {

        animstate->m_flGoalFeetYaw = g_LocalPlayer->m_flLowerBodyYawTarget();
    }

    switch (g_Options.antihit.x) {
    case 1:
        cmd->viewangles.pitch = 89.f;
        break;
    }

    switch (g_Options.antihit.y) {
    case 1:
        cmd->viewangles.yaw += 180.f;
        break;
    }

    g_Ragebot.oldVa = cmd->viewangles;

    if (!bSendPacket)
        cmd->viewangles.yaw += 120.f;
}
:LUL:
Потому что нет такого понятия как 360, есть такое понятие как 180, а это максимальное значение
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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