Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Мы живём в 4D-пространстве, пора брутить долготуНа счёт ресика. Нахуй тут фейкгоалфитяв, если нужно брутить две стороны лево и право?
Не ебу, нахуй ты там третью сторону брутишь.C++:void proper_brute(C_BaseEntity* ent) // edited by Solpadoin { if (!g::pLocalEntity->IsAlive()) return; auto animState = ent->AnimState(); if (!animState) return; // Rebuild setup velocity to receive flMinBodyYaw and flMaxBodyYaw Vector velocity = ent->GetVelocity(); float spd = velocity.LengthSqr(); if (spd > std::powf(1.2f * 260.0f, 2.f)) { Vector velocity_normalized = velocity.Normalize(); velocity = velocity_normalized * (1.2f * 260.0f); } float choked_time = fabs(ent->GetSimulationTime() - ent->GetOldSimulationTime()); float v25 = clamp(ent->m_fDuckSpeed() + animState->m_landing_duck_additive, 0.0f, 1.0f); float v26 = animState->m_duck_amount; float v27 = choked_time * 6.0f; float v28; // clamp if ((v25 - v26) <= v27) { if (-v27 <= (v25 - v26)) v28 = v25; else v28 = v26 - v27; } else { v28 = v26 + v27; } float flDuckAmount = clamp(v28, 0.0f, 1.0f); Vector animationVelocity = GetSmoothedVelocity(choked_time * 2000.0f, velocity, ent->GetVelocity()); float speed = std::fminf(animationVelocity.Length(), 260.0f); auto weapon = ent->GetActiveWeapon(); float flMaxMovementSpeed = 260.0f; if (weapon) { flMaxMovementSpeed = std::fmaxf(weapon->GetCSWpnData()->max_speed, 0.001f); } float m_flGroundFraction = *(float*)(animState + 0x11C); float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f); float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f); flRunningSpeed = clamp(flRunningSpeed, 0.0f, 1.0f); float flYawModifier = (((m_flGroundFraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f; if (flDuckAmount > 0.0f) { float flDuckingSpeed = clamp(flDuckingSpeed, 0.0f, 1.0f); flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier); } float flMinBodyYaw = std::fabsf(((float)(uintptr_t(animState) + 0x330)) * flYawModifier); float flMaxBodyYaw = std::fabsf(((float)(uintptr_t(animState) + 0x334)) * flYawModifier); float flEyeYaw = ent->GetEyeAngles().y; float flEyeDiff = std::remainderf(flEyeYaw - animState->m_flGoalFeetYaw, 360.f); if (flEyeDiff <= flMaxBodyYaw) { if (flMinBodyYaw > flEyeDiff) animState->m_flGoalFeetYaw = fabs(flMinBodyYaw) + flEyeYaw; } else { animState->m_flGoalFeetYaw = flEyeYaw - fabs(flMaxBodyYaw); } animState->m_flGoalFeetYaw = std::remainderf(animState->m_flGoalFeetYaw, 360.f); if (speed > 0.1f || fabs(velocity.z) > 100.0f) { animState->m_flGoalFeetYaw = ApproachAngle( flEyeYaw, animState->m_flGoalFeetYaw, ((m_flGroundFraction * 20.0f) + 30.0f) * choked_time); } else { animState->m_flGoalFeetYaw = ApproachAngle( ent->GetLowerBodyYaw(), animState->m_flGoalFeetYaw, choked_time * 100.0f); } float Left = flEyeYaw + flMinBodyYaw; float Right = flEyeYaw + flMaxBodyYaw; float resolveYaw = animState->m_goalfeet_yaw; switch (g::MissedShots[ent->EntIndex()] % 3) { case 1: resolveYaw = Left; break; case 1: resolveYaw = Right; break; default: break; } animState->m_goalfeet_yaw = std::remainderf(resolveYaw, 360.f); }