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/del

Safe Point is just a feature that makes ur b1g aimbot go for points on the player that intersect both desync and real.
An example is if someone is freestanding, their desync will extremely close to their real (nature of desync) with their heads being
basically behind or infront of each other.

Safe point will recognize this, and be like.... We can def shoot there, as the bullet will still hit thee real player.
You really shouldn't be missing a shot due to bad animations with safe point, but I've seen some hacks still fail to hit.

Just have 3 matrixes, 2 being the possible desync resolve directions, and the 3rd one being the original.

Scan for a hitbox to shoot, and then re-trace and see if it intersects all 3 hitboxes.
(You can use this tracing method for also triggerbot bt, and missed shot calculations)

Profit!?!?!

Another and lazier method which is LESS reliable is using angToLocal:
You can check if the person is leaning to the left or right on your side
This usually means that desync head and real head are extremely close (freestanding)

If they aren't, or the lean doesn't seem good, just go for the pelvis, which has the smallest fake body from my experience.

But I would recommend with trace-raying hitboxes (there are many SDKs with it)
- Usually stored in gamer software's math files (math.cpp)
-- Usually labelled like, TraceHitbox, and requires a few other math... like IntersectInfinityRayWithSphere or smth like that
сам переводи,мне похуй я фларпс
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
3 вектора 9 матриц
3 матрицы на 1 вектор
если все 3 вектора проходят через все матрицы
сейф поинт
выстрел
не мисснул
тебя бекшутнули.
для примера десинк вип:
bool c_aimbot::safe_point(C_BasePlayer* entity, Vector eye_pos, Vector aim_point, int hitboxIdx, bool shot)
{
if (shot)
return true;

auto resolve_info = &cheat::features::aaa.player_resolver_records[entity->entindex() - 1];

const auto cfg = get_weapon_conf();

if (!cfg.has_value())
return true;

auto baimkey_shit = (cfg->body_aim_key_enable && keys::bodyaim);
auto can_safepoint = (resolve_info->did_shot_this_tick && cfg->typecpointscale == 1) || cfg->typecpointscale == 2;

if ((cfg->safeonbaim && !keys::bodyaim) || !can_safepoint)
return true;

const auto angle = Math::CalcAngle(eye_pos, aim_point);
Vector forward;
Math::AngleVectors(angle, &forward);
auto end = eye_pos + forward * 8092.f;

auto cur_rec = &cheat::features::lagcomp.records[entity->entindex() - 1].m_Current;

if (!cur_rec->data_filled)
return false;

C_Hitbox box1; get_hitbox_data(&box1, entity, hitboxIdx, cur_rec->leftmatrixes);
C_Hitbox box2; get_hitbox_data(&box2, entity, hitboxIdx, cur_rec->rightmatrixes);
C_Hitbox box3; get_hitbox_data(&box3, entity, hitboxIdx, cur_rec->matrixes);

auto pizdets = box1.isOBB || box2.isOBB || box3.isOBB;

if (pizdets) {
Math::VectorITransform(eye_pos, cur_rec->leftmatrixes[box1.bone], box1.mins);
Math::VectorIRotate(end, cur_rec->leftmatrixes[box1.bone], box1.maxs);

Math::VectorITransform(eye_pos, cur_rec->rightmatrixes[box2.bone], box2.mins);
Math::VectorIRotate(end, cur_rec->rightmatrixes[box2.bone], box2.maxs);

Math::VectorITransform(eye_pos, cur_rec->matrixes[box3.bone], box3.mins);
Math::VectorIRotate(end, cur_rec->matrixes[box3.bone], box3.maxs);
}

auto hits = 0;

if (pizdets ? Math::IntersectBB(eye_pos, end, box1.mins, box1.maxs) : Math::Intersect(eye_pos, end, box1.mins, box1.maxs, box1.radius))
++hits;
if (pizdets ? Math::IntersectBB(eye_pos, end, box2.mins, box2.maxs) : Math::Intersect(eye_pos, end, box2.mins, box2.maxs, box2.radius))
++hits;
if (pizdets ? Math::IntersectBB(eye_pos, end, box3.mins, box3.maxs) : Math::Intersect(eye_pos, end, box3.mins, box3.maxs, box3.radius))
++hits;

return (hits >= 3);
}
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Это точки где десинк совпадает с реалом
 
Это такой хитшанс, он дт в 1 тик включает
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Это такой хитшанс, он дт в 1 тик включает
IMG_20200616_124547.jpg
 
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