Подведи собственные итоги года совместно с YOUGAME и забери ценные призы! Перейти

Исходник Improved resolver weave.su

POLAKWARE
Забаненный
Забаненный
Статус
Оффлайн
Регистрация
26 Июн 2020
Сообщения
79
Реакции
11
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Шапка
Пожалуйста, авторизуйтесь для просмотра ссылки.

сам сурс скачал у него
@shubert
просто импрув ресольвера
нуууу и ренейм:)
если чё это рофл с ресольвером не бейте
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
киньте код не хочу качать, посмотрю чему пастеры научились
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
киньте код не хочу качать, посмотрю чему пастеры научились
#include "Hooks.h"
#include "Resolver.h"
#include "RageBacktracking.h"
#include "Ragebot.h"
#include "AnimationFix.h"


std::string ResolverMode[65];
int last_ticks[64];
int IBasePlayer::GetChokedPackets()
{
auto ticks = TIME_TO_TICKS(GetSimulationTime() - GetOldSimulationTime());
if (ticks == 0 && last_ticks[GetIndex()] > 0)
{
return last_ticks[GetIndex()] - 1;
}
else {
last_ticks[GetIndex()] = ticks;
return ticks;
}
}

float CResolver::GetAngle(IBasePlayer* player)
{
return Math::NormalizeYaw(player->GetEyeAngles().y);
}

float CResolver::GetForwardYaw(IBasePlayer* player)
{
return Math::NormalizeYaw(GetBackwardYaw(player) - 180.f);
}

float CResolver::GetBackwardYaw(IBasePlayer* player) {
return Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;
}

float CResolver::GetLeftYaw(IBasePlayer* player) {
return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y - 68.f);
}

float CResolver::GetRightYaw(IBasePlayer* player) {
return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 68.f);
}
bool CResolver::TargetJitter(IBasePlayer* player, bool v2)
{
float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);
return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 68.f))
>= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 68.f));
}
bool CResolver::TargetSide(IBasePlayer* player) {
float yaw = Math::NormalizeYaw(GetBackwardYaw(player));
float angle = GetAngle(player);
return fabsf(angle - Math::NormalizeYaw(yaw + 68.f))
>= fabsf(angle - Math::NormalizeYaw(yaw - 68.f));
}

void CResolver::DetectSide(IBasePlayer* player, int* side)
{
Vector src3D, dst3D, forward, right, up, src, dst;
float back_two, right_two, left_two;
trace_t tr;
Ray_t ray, ray2, ray3, ray4, ray5, ray6, ray7;
CTraceFilter filter;

Math::AngleVectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);

filter.pSkip = player;
src3D = player->GetEyePosition();
dst3D = src3D + (forward * 381); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.

ray.Init(src3D, dst3D);
interfaces.trace->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();

ray2.Init(src3D + right * 30, dst3D + right * 30);
interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();

ray3.Init(src3D - right * 70, dst3D - right * 70);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();

ray4.Init(src3D - right * 90, dst3D - right * 90);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();

ray5.Init(src3D - right * 30, dst3D - right * 30);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();

ray6.Init(src3D - right * 30, dst3D - right * 30);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();

ray7.Init(src3D + right * 90, dst3D + right * 90);
interfaces.trace->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();

if (left_two > right_two) {
*side = 1;
//Body should be right
}
else if (right_two > left_two) {
*side = -1;
}
else
*side = 0;
}

bool CResolver::DoesHaveJitter(IBasePlayer* player, int* new_side) {
static float LastAngle[64];
static int LastBrute[64];
static bool Switch[64];
static float LastUpdateTime[64];

int i = player->GetIndex();

float CurrentAngle = player->GetEyeAngles().y;
if (!Math::IsNearEqual(CurrentAngle, LastAngle, 68.f)) {
Switch = !Switch;
LastAngle = CurrentAngle;
*new_side = Switch ? -1 : 1;
LastBrute = *new_side;
LastUpdateTime = interfaces.global_vars->curtime;
return true;
}
else {
if (fabsf(LastUpdateTime - interfaces.global_vars->curtime >= TICKS_TO_TIME(17))
|| player->GetSimulationTime() != player->GetOldSimulationTime()) {
LastAngle = CurrentAngle;
}
*new_side = LastBrute;
}
return false;
}

void CResolver::Do(IBasePlayer* player)
{
auto animstate = player->GetPlayerAnimState();
if (!animstate)
return;

animstate->m_flGoalFeetYaw = GetAngle(player);

if (!vars.ragebot.resolver)
return;
if (!csgo->local->isAlive())
return;
if (player->GetChokedPackets() <= 1)
return;

int idx = player->GetIndex();

if (player->GetPlayerInfo().fakeplayer)
return;

if (!(player->GetFlags() & FL_ONGROUND))
return;
float angle = GetAngle(player);
{
DetectSide(player, &FreestandSide[idx]);

bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 70.f;
if (csgo->missedshots[idx] == 0) {
ResolverMode[idx] = "C";

if (forward) {
FreestandSide[idx] *= -1;
ResolverMode[idx] = "B";
}
else
ResolverMode[idx] = "A";
animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f * FreestandSide[idx]);
}
else
{
if (forward)
{
switch (csgo->missedshots[idx] % 2) {
case 1:
ResolverMode[idx] = "DA";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
case 0:
ResolverMode[idx] = "DB";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
}
}
else {
switch (csgo->missedshots[idx] % 2)
{
case 1:
ResolverMode[idx] = "DA";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
case 0:
ResolverMode[idx] = "DB";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
}
}
}
}

animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}


не самый лучший сторого не судите
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
#include "Hooks.h"
#include "Resolver.h"
#include "RageBacktracking.h"
#include "Ragebot.h"
#include "AnimationFix.h"


std::string ResolverMode[65];
int last_ticks[64];
int IBasePlayer::GetChokedPackets()
{
auto ticks = TIME_TO_TICKS(GetSimulationTime() - GetOldSimulationTime());
if (ticks == 0 && last_ticks[GetIndex()] > 0)
{
return last_ticks[GetIndex()] - 1;
}
else {
last_ticks[GetIndex()] = ticks;
return ticks;
}
}

float CResolver::GetAngle(IBasePlayer* player)
{
return Math::NormalizeYaw(player->GetEyeAngles().y);
}

float CResolver::GetForwardYaw(IBasePlayer* player)
{
return Math::NormalizeYaw(GetBackwardYaw(player) - 180.f);
}

float CResolver::GetBackwardYaw(IBasePlayer* player) {
return Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y;
}

float CResolver::GetLeftYaw(IBasePlayer* player) {
return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y - 68.f);
}

float CResolver::GetRightYaw(IBasePlayer* player) {
return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 68.f);
}
bool CResolver::TargetJitter(IBasePlayer* player, bool v2)
{
float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);
return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 68.f))
>= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 68.f));
}
bool CResolver::TargetSide(IBasePlayer* player) {
float yaw = Math::NormalizeYaw(GetBackwardYaw(player));
float angle = GetAngle(player);
return fabsf(angle - Math::NormalizeYaw(yaw + 68.f))
>= fabsf(angle - Math::NormalizeYaw(yaw - 68.f));
}

void CResolver::DetectSide(IBasePlayer* player, int* side)
{
Vector src3D, dst3D, forward, right, up, src, dst;
float back_two, right_two, left_two;
trace_t tr;
Ray_t ray, ray2, ray3, ray4, ray5, ray6, ray7;
CTraceFilter filter;

Math::AngleVectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);

filter.pSkip = player;
src3D = player->GetEyePosition();
dst3D = src3D + (forward * 381); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.

ray.Init(src3D, dst3D);
interfaces.trace->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();

ray2.Init(src3D + right * 30, dst3D + right * 30);
interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();

ray3.Init(src3D - right * 70, dst3D - right * 70);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();

ray4.Init(src3D - right * 90, dst3D - right * 90);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();

ray5.Init(src3D - right * 30, dst3D - right * 30);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();

ray6.Init(src3D - right * 30, dst3D - right * 30);
interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();

ray7.Init(src3D + right * 90, dst3D + right * 90);
interfaces.trace->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();

if (left_two > right_two) {
*side = 1;
//Body should be right
}
else if (right_two > left_two) {
*side = -1;
}
else
*side = 0;
}

bool CResolver::DoesHaveJitter(IBasePlayer* player, int* new_side) {
static float LastAngle[64];
static int LastBrute[64];
static bool Switch[64];
static float LastUpdateTime[64];

int i = player->GetIndex();

float CurrentAngle = player->GetEyeAngles().y;
if (!Math::IsNearEqual(CurrentAngle, LastAngle, 68.f)) {
Switch = !Switch;
LastAngle = CurrentAngle;
*new_side = Switch ? -1 : 1;
LastBrute = *new_side;
LastUpdateTime = interfaces.global_vars->curtime;
return true;
}
else {
if (fabsf(LastUpdateTime - interfaces.global_vars->curtime >= TICKS_TO_TIME(17))
|| player->GetSimulationTime() != player->GetOldSimulationTime()) {
LastAngle = CurrentAngle;
}
*new_side = LastBrute;
}
return false;
}

void CResolver::Do(IBasePlayer* player)
{
auto animstate = player->GetPlayerAnimState();
if (!animstate)
return;

animstate->m_flGoalFeetYaw = GetAngle(player);

if (!vars.ragebot.resolver)
return;
if (!csgo->local->isAlive())
return;
if (player->GetChokedPackets() <= 1)
return;

int idx = player->GetIndex();

if (player->GetPlayerInfo().fakeplayer)
return;

if (!(player->GetFlags() & FL_ONGROUND))
return;
float angle = GetAngle(player);
{
DetectSide(player, &FreestandSide[idx]);

bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 70.f;
if (csgo->missedshots[idx] == 0) {
ResolverMode[idx] = "C";

if (forward) {
FreestandSide[idx] *= -1;
ResolverMode[idx] = "B";
}
else
ResolverMode[idx] = "A";
animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 70.f * FreestandSide[idx]);
}
else
{
if (forward)
{
switch (csgo->missedshots[idx] % 2) {
case 1:
ResolverMode[idx] = "DA";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
case 0:
ResolverMode[idx] = "DB";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
}
}
else {
switch (csgo->missedshots[idx] % 2)
{
case 1:
ResolverMode[idx] = "DA";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
case 0:
ResolverMode[idx] = "DB";
if (FreestandSide[idx] == 1)
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 68.f));
else if
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle));
else
(animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 68.f));
break;
}
}
}
}

animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}


не самый лучший сторого не судите
мы про спойлеры не слышали?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
а это для них вообще что то новое
:roflanEbalo: сложна, нифига не понятно. Не, ну реально, тут только
1593863065026.png
 
Назад
Сверху Снизу