Гайд Improved resolver [weave.su] == not bruteforce

  • Автор темы Автор темы mayoshi
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крч ребятки ща будем делать свой ресик для вейви (БАН)

открываем Resolver.cpp
и видим трешкод

C++:
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#include "Hooks.h"
#include "Resolver.h"
#include "RageBacktracking.h"
#include "Ragebot.h"
#include "AnimationFix.h"


std::string ResolverMode[65];
int last_ticks[65];
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) - 179.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 - 360.f);
}

float CResolver::GetRightYaw(IBasePlayer* player) {
    return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 360.f);
}
bool CResolver::TargetJitter(IBasePlayer* player, bool v2) {
    float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);
    return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 360.f))
        >= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 360.f));
}
bool CResolver::TargetSide(IBasePlayer* player) {
    float yaw = Math::NormalizeYaw(GetBackwardYaw(player));
    float angle = GetAngle(player);
    return fabsf(angle - Math::NormalizeYaw(yaw + 100.f))
        >= fabsf(angle - Math::NormalizeYaw(yaw - 100.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;
    CTraceFilter filter;

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

    filter.pSkip = player;
    src3D = player->GetEyePosition();
    dst3D = src3D + (forward * 384); //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 * 35, dst3D + right * 35);
    interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);
    right_two = (tr.endpos - tr.startpos).Length();

    ray3.Init(src3D - right * 60, dst3D - right * 60);
    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
    left_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[i], 58.f)) {
        Switch[i] = !Switch[i];
        LastAngle[i] = CurrentAngle;
        *new_side = Switch[i] ? 3 : -3;
        LastBrute[i] = *new_side;
        LastUpdateTime[i] = interfaces.global_vars->curtime;
        return true;
    }
    else {
        if (fabsf(LastUpdateTime[i] - interfaces.global_vars->curtime >= TICKS_TO_TIME(17))
            || player->GetSimulationTime() != player->GetOldSimulationTime()) {
            LastAngle[i] = CurrentAngle;
        }
        *new_side = LastBrute[i];
    }
    return false;
}


void CResolver::StoreAntifreestand()
{
    if (!csgo->local->isAlive())
        return;

    if (!csgo->weapon->IsGun())
        return;


    for (int i = 1; i < interfaces.engine->GetMaxClients(); ++i)
    {
        auto player = interfaces.ent_list->GetClientEntity(i);

        if (!player || !player->isAlive() || player->IsDormant() || player->GetTeam() == csgo->local->GetTeam())
            continue;

        bool Autowalled = false, HitSide1 = false, HitSide2 = false;
        auto idx =

            player->GetIndex();
        float angToLocal = Math::CalculateAngle(csgo->local->GetOrigin(),

            player->GetOrigin()).y;
        Vector ViewPoint = csgo->local->GetOrigin() + Vector(0, 0, 90);
        Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))),(45 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))) ,(45 * cos(DEG2RAD(angToLocal + 180))) };

        Vector2D Side3 = { (58 * sin(DEG2RAD(angToLocal))),(58 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side4 = { (58 * sin(DEG2RAD(angToLocal + 360))) ,(58 * cos(DEG2RAD(angToLocal + 360))) };

        Vector Origin = player->GetOrigin();

        Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

        Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

        for (int side = 0; side < 2; side++)
        {
            Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x, Origin.y - OriginLeftRight[side].y , Origin.z + 90 };
            Vector ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x, ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };

            if (g_AutoWall.CanHitFloatingPoint(OriginAutowall, ViewPoint))
            {
                if (side == 0)
                {
                    HitSide1 = true;
                    FreestandSide[idx] = -1;
                }
                else if (side == 1)
                {
                    HitSide2 = true;
                    FreestandSide[idx] = 1;
                }

                Autowalled = true;
            }
            else
            {
                for (int sidealternative = 0; sidealternative < 2; sidealternative++)
                {
                    Vector ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x, Origin.y - OriginLeftRight[sidealternative].y , Origin.z + 90 };

                    if (g_AutoWall.CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
                    {
                        if (sidealternative == 0)
                        {
                            HitSide1 = true;
                            FreestandSide[idx] = -1;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = -39;
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = 39;
                        }

                        Autowalled = true;
                    }
                }
            }
        }
    }
}


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() <= 9)
        return;

    int idx = player->GetIndex();

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

    if (!(player->GetFlags() & FL_ONGROUND))
        return;

    float angle = GetAngle(player);
    //int new_side = 0;
    //if (DoesHaveJitter(player, &new_side)/* && player->GetEyeAngles().x < 45*/) {
    // switch (csgo->missedshots[idx] % 2) {
    // case 0:
    // ResolverMode[idx] = hs::AB.s();
    // animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 120.f * new_side);
    // break;
    // case 1:
    // ResolverMode[idx] = hs::AC.s();
    // animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 120.f * new_side);
    // break;
    // }
    //}
    //else
    {
        bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 58.f;
        if (csgo->missedshots[idx] == 0) {
            ResolverMode[idx] = "trash";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 40.f);
            if (csgo->missedshots[idx])
                animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 40.f);
            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 180.f);

            if (forward) {
                FreestandSide[idx] *= -1;
                ResolverMode[idx] += "govno";
                animstate->m_flGoalFeetYaw += 50;
                if (csgo->missedshots[idx]);
                animstate->m_flGoalFeetYaw -= 50;
                animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 360.f);

            }
            else
                ResolverMode[idx] += "antiresik";
            animstate->m_flGoalFeetYaw += 45;
            if (csgo->missedshots[idx]);
            animstate->m_flGoalFeetYaw -= 45;
            animstate->m_flGoalFeetYaw = remainderf(animstate->m_flGoalFeetYaw, 180.f);

        }
        else {
            if (forward) {
                switch (csgo->missedshots[idx] % 1) {
                case 1:
                    ResolverMode[idx] = "trashresik";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 58.f);
                    else

                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 58.f);
                    break;
                case 0:
                    ResolverMode[idx] = "resolver";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 10.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 10.f);
                    break;
                }
            }
            else {
                switch (csgo->missedshots[idx] % 4) {
                case 1:
                    ResolverMode[idx] = "DA";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle

                            + 120.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 120.f);
                    break;
                case 0:
                    ResolverMode[idx] = "DB";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 120.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 120.f);
                    break;
                }
            }
        }
    }

    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}
и да ЭТО ТРЕШКОД!
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
p100 resolver bro
[info] Hit hdfnn at chest for 53 hp (47hp left) [H:head] [R:trashantiresik]
[info] Missed shot to hdfnn [H:head] [R:trashantiresik]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DB]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DA]
CSoundEmitterSystemBase::GetParametersForSound: No such sound Default.nearlyempty
[info] Missed shot to hdfnn [H:head] [R:resolver]
Failed to set custom material for 'snip_ssg08_scope', no matching material name found on model models/weapons/w_snip_ssg08_mag.mdl
[info] Missed shot to hdfnn [H:head] [R:DB]
[info] Missed shot to hdfnn [H:head] [R:DA] [SPREAD]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DA]
[info] Missed shot to hdfnn [H:head] [R:DB]
[info] Missed shot to hdfnn [H:head] [R:DA]
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кто тестил, че там как, по коду трешняк?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
pizdec.. brutim 120, 10, 45, 50... pomogite parni.. daite etomy chely link na setupvelocity plz
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1594457989444.png

не брут............. ладно............. изменил угла брута в деф веаве == улучшил ресольвер))
почему вы все еще высеры, типа этого, постите - не понимаю
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1)
1594465477315.png


2)
1594465490492.png



ПАХАПВХВПАХПВАХПВАХПВАХПВАХ чел, пост удали, не позорься
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
А почему это нот брутфорс и зачем +-10 +-120 . И вообще детект сайд говнищ
 
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.
Меняем углы, которые ничего особенного тебе не дадут, ибо макс дельта десинка - 60 градусов :NotLikeThis:
Нет ты что, десинк бывает 360 градусов, это не мем, я видел такое в горах краснодарского края :roflanEbalo:
 
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