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Ресольвер

Забаненный
Забаненный
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Оффлайн
Регистрация
6 Июл 2020
Сообщения
15
Реакции
3
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
как этот ресольвер улчушить можете помочь оно со скара норм даёт а вот скаут миссает и влево право енеми дёргает
можете ему что то добавить изменить? @ratinov @PasterAlmir @Dreammm хелпаните плиз пацаны
тока не пишите мне что ресик гавно я и сам в курсе



C++:
Expand Collapse Copy
Resolver g_resolver{ };;

struct
{
    float lean_yaw[60];
    float body_yaw[60];
    float abs_ang[60];
    float yaw[60];
    float lby_yaw[60];
    float eye_yaw[60];
    float goal_feet_yaw[60];
    float lby_delta[60];
    float jitter_delta[90];
    float abs[60];
    float first_value[60];
    float second_value[60];
    float final_value[60];
    bool using_small_movement[60];
    bool moving[60];
    bool jittering[180];
    bool on_ground[60];
    bool left[60];
    bool right[60];
    bool legit[60];
    bool crouching[90];
    float choked_packets[60];
    float last_value;
}data;

float AngleDiffer(float destAngle, float srcAngle) {
    float delta;

    delta = fmodf(destAngle - srcAngle, 360.0f);
    if (destAngle > srcAngle) {
        if (delta >= 180)
            delta -= 360;
    }
    else {
        if (delta <= -180)
            delta += 360;
    }
    return delta;
}
void Resolver::ResolveAngles( Player* player, LagComp::LagRecord_t* record ) {
    AimPlayer* data = &g_aimbot.m_players[ player->index( ) - 1 ];

    // if we are in nospread mode, force all players pitches to down.
    // TODO; we should check thei actual pitch and up too, since those are the other 2 possible angles.
    // this should be somehow combined into some iteration that matches with the air angle iteration.
    if( !record->m_bDidShot ) {
        if( g_cfg[ XOR( "cheat_mode" ) ].get<int>( ) == 1 ) {
            switch( data->m_missed_shots % 2 ) {
            //case 0:
            case 0:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = 90.f;
                break;

            //case 2:
            case 1:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = 0.f;
                break;
            //case 4:
            case 2:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = -90.f;
                break;

            default:
                break;
            }
        }

        // we arrived here we can do the acutal resolve.
        //if (record->mode == Modes::RESOLVE_STAND)
        ResolveStand( data, record );
    }
}

void Resolver::ResolveStand( AimPlayer* data, LagComp::LagRecord_t* record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation( );

    // setup a starting brute angle.
    float resolve_value = 60.f;

    if( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo( record->m_pEntity );
    if( !info )
        return;

    float eye_yaw = record->m_pState->m_flEyeYaw;

    // clamp our starting brute angle, to not brute an angle, we most likely can't hit.
    if( max_rotation < resolve_value )
        resolve_value = max_rotation;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers[ 3 ].m_cycle == 0.f && record->m_pLayers[ 3 ].m_weight == 0.f;

    if( data->m_extending )
        resolve_value = max_rotation;

    // resolve shooting players separately.
    if( record->m_bDidShot )
        info->m_flBrute = Resolver::ResolveShot( data, record );

    // bruteforce player accordingly.
    else {
        float lbyt = record->m_pEntity->m_flLowerBodyYawTarget( );
        data->m_delta = std::abs( math::NormalizedAngle( eye_yaw - lbyt ) );

        float resolve_yaw = ( ( data->m_delta < 0.f ) ? resolve_value : resolve_value );

        switch( data->m_missed_shots % 2 ) {
        case 0:
            info->m_flBrute = data->m_last_resolve = resolve_yaw;
            break;
        case 1:
            info->m_flBrute = -data->m_last_resolve;
            break;
        case 2:
            info->m_flBrute = 0;
            break;
        }
    }

    record->m_pState->m_flGoalFeetYaw = eye_yaw + info->m_flBrute;
}

float Resolver::ResolveShot( AimPlayer* data, LagComp::LagRecord_t* record ) {
    float flPseudoFireYaw = math::NormalizedAngle( math::CalcAngle( record->m_pMatrix[ 8 ].GetOrigin( ), g_cl.m_local->m_BoneCache( ).m_pCachedBones[ 0 ].GetOrigin( ) ).y );

    if( data->m_extending ) {
        float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 60.f ) ) );
        float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 60.f ) ) );

        //g_notify.add( tfm::format( XOR( "found shot record on %s: [ yaw: %i ]" ), game::GetPlayerName( record->m_player->index( ) ), int( flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -60.f : 60.f;
    }
    else {
        float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 35.f ) ) );
        float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 35.f ) ) );

        //g_notify.add( tfm::format( XOR( "found shot record on %s: [ yaw: %i ]" ), game::GetPlayerName( record->m_player->index( ) ), int( flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -35.f : 35.f;
    }
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ну ресик гавно я не пастер ничего не умею но знаю что ресик гавно=)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ну ресик гавно я не пастер ничего не умею но знаю что ресик гавно=)
но прикол в том что я тапаю всё кроме джиттеров и лагсинков но не с 1 пулей это проблема
 
как этот ресольвер улчушить можете помочь оно со скара норм даёт а вот скаут миссает и влево право енеми дёргает
можете ему что то добавить изменить? @ratinov @PasterAlmir @Dreammm хелпаните плиз пацаны
тока не пишите мне что ресик гавно я и сам в курсе



C++:
Expand Collapse Copy
Resolver g_resolver{ };;

struct
{
    float lean_yaw[60];
    float body_yaw[60];
    float abs_ang[60];
    float yaw[60];
    float lby_yaw[60];
    float eye_yaw[60];
    float goal_feet_yaw[60];
    float lby_delta[60];
    float jitter_delta[90];
    float abs[60];
    float first_value[60];
    float second_value[60];
    float final_value[60];
    bool using_small_movement[60];
    bool moving[60];
    bool jittering[180];
    bool on_ground[60];
    bool left[60];
    bool right[60];
    bool legit[60];
    bool crouching[90];
    float choked_packets[60];
    float last_value;
}data;

float AngleDiffer(float destAngle, float srcAngle) {
    float delta;

    delta = fmodf(destAngle - srcAngle, 360.0f);
    if (destAngle > srcAngle) {
        if (delta >= 180)
            delta -= 360;
    }
    else {
        if (delta <= -180)
            delta += 360;
    }
    return delta;
}
void Resolver::ResolveAngles( Player* player, LagComp::LagRecord_t* record ) {
    AimPlayer* data = &g_aimbot.m_players[ player->index( ) - 1 ];

    // if we are in nospread mode, force all players pitches to down.
    // TODO; we should check thei actual pitch and up too, since those are the other 2 possible angles.
    // this should be somehow combined into some iteration that matches with the air angle iteration.
    if( !record->m_bDidShot ) {
        if( g_cfg[ XOR( "cheat_mode" ) ].get<int>( ) == 1 ) {
            switch( data->m_missed_shots % 2 ) {
            //case 0:
            case 0:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = 90.f;
                break;

            //case 2:
            case 1:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = 0.f;
                break;
            //case 4:
            case 2:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = -90.f;
                break;

            default:
                break;
            }
        }

        // we arrived here we can do the acutal resolve.
        //if (record->mode == Modes::RESOLVE_STAND)
        ResolveStand( data, record );
    }
}

void Resolver::ResolveStand( AimPlayer* data, LagComp::LagRecord_t* record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation( );

    // setup a starting brute angle.
    float resolve_value = 60.f;

    if( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo( record->m_pEntity );
    if( !info )
        return;

    float eye_yaw = record->m_pState->m_flEyeYaw;

    // clamp our starting brute angle, to not brute an angle, we most likely can't hit.
    if( max_rotation < resolve_value )
        resolve_value = max_rotation;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers[ 3 ].m_cycle == 0.f && record->m_pLayers[ 3 ].m_weight == 0.f;

    if( data->m_extending )
        resolve_value = max_rotation;

    // resolve shooting players separately.
    if( record->m_bDidShot )
        info->m_flBrute = Resolver::ResolveShot( data, record );

    // bruteforce player accordingly.
    else {
        float lbyt = record->m_pEntity->m_flLowerBodyYawTarget( );
        data->m_delta = std::abs( math::NormalizedAngle( eye_yaw - lbyt ) );

        float resolve_yaw = ( ( data->m_delta < 0.f ) ? resolve_value : resolve_value );

        switch( data->m_missed_shots % 2 ) {
        case 0:
            info->m_flBrute = data->m_last_resolve = resolve_yaw;
            break;
        case 1:
            info->m_flBrute = -data->m_last_resolve;
            break;
        case 2:
            info->m_flBrute = 0;
            break;
        }
    }

    record->m_pState->m_flGoalFeetYaw = eye_yaw + info->m_flBrute;
}

float Resolver::ResolveShot( AimPlayer* data, LagComp::LagRecord_t* record ) {
    float flPseudoFireYaw = math::NormalizedAngle( math::CalcAngle( record->m_pMatrix[ 8 ].GetOrigin( ), g_cl.m_local->m_BoneCache( ).m_pCachedBones[ 0 ].GetOrigin( ) ).y );

    if( data->m_extending ) {
        float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 60.f ) ) );
        float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 60.f ) ) );

        //g_notify.add( tfm::format( XOR( "found shot record on %s: [ yaw: %i ]" ), game::GetPlayerName( record->m_player->index( ) ), int( flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -60.f : 60.f;
    }
    else {
        float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 35.f ) ) );
        float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 35.f ) ) );

        //g_notify.add( tfm::format( XOR( "found shot record on %s: [ yaw: %i ]" ), game::GetPlayerName( record->m_player->index( ) ), int( flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -35.f : 35.f;
    }
}
Возьми ресик от @ikfakof он топовый
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
как этот ресольвер улчушить можете помочь оно со скара норм даёт а вот скаут миссает и влево право енеми дёргает
можете ему что то добавить изменить? @ratinov @PasterAlmir @Dreammm хелпаните плиз пацаны
тока не пишите мне что ресик гавно я и сам в курсе



C++:
Expand Collapse Copy
Resolver g_resolver{ };;

struct
{
    float lean_yaw[60];
    float body_yaw[60];
    float abs_ang[60];
    float yaw[60];
    float lby_yaw[60];
    float eye_yaw[60];
    float goal_feet_yaw[60];
    float lby_delta[60];
    float jitter_delta[90];
    float abs[60];
    float first_value[60];
    float second_value[60];
    float final_value[60];
    bool using_small_movement[60];
    bool moving[60];
    bool jittering[180];
    bool on_ground[60];
    bool left[60];
    bool right[60];
    bool legit[60];
    bool crouching[90];
    float choked_packets[60];
    float last_value;
}data;

float AngleDiffer(float destAngle, float srcAngle) {
    float delta;

    delta = fmodf(destAngle - srcAngle, 360.0f);
    if (destAngle > srcAngle) {
        if (delta >= 180)
            delta -= 360;
    }
    else {
        if (delta <= -180)
            delta += 360;
    }
    return delta;
}
void Resolver::ResolveAngles( Player* player, LagComp::LagRecord_t* record ) {
    AimPlayer* data = &g_aimbot.m_players[ player->index( ) - 1 ];

    // if we are in nospread mode, force all players pitches to down.
    // TODO; we should check thei actual pitch and up too, since those are the other 2 possible angles.
    // this should be somehow combined into some iteration that matches with the air angle iteration.
    if( !record->m_bDidShot ) {
        if( g_cfg[ XOR( "cheat_mode" ) ].get<int>( ) == 1 ) {
            switch( data->m_missed_shots % 2 ) {
            //case 0:
            case 0:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = 90.f;
                break;

            //case 2:
            case 1:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = 0.f;
                break;
            //case 4:
            case 2:
                record->m_angEyeAngles.x = player->m_angEyeAngles( ).x = -90.f;
                break;

            default:
                break;
            }
        }

        // we arrived here we can do the acutal resolve.
        //if (record->mode == Modes::RESOLVE_STAND)
        ResolveStand( data, record );
    }
}

void Resolver::ResolveStand( AimPlayer* data, LagComp::LagRecord_t* record ) {
    // get the players max rotation.
    float max_rotation = record->m_pEntity->GetMaxBodyRotation( );

    // setup a starting brute angle.
    float resolve_value = 60.f;

    if( !record->m_pState )
        return;

    const auto info = g_anims.GetAnimationInfo( record->m_pEntity );
    if( !info )
        return;

    float eye_yaw = record->m_pState->m_flEyeYaw;

    // clamp our starting brute angle, to not brute an angle, we most likely can't hit.
    if( max_rotation < resolve_value )
        resolve_value = max_rotation;

    // detect if player is using maximum desync.
    data->m_extending = record->m_pLayers[ 3 ].m_cycle == 0.f && record->m_pLayers[ 3 ].m_weight == 0.f;

    if( data->m_extending )
        resolve_value = max_rotation;

    // resolve shooting players separately.
    if( record->m_bDidShot )
        info->m_flBrute = Resolver::ResolveShot( data, record );

    // bruteforce player accordingly.
    else {
        float lbyt = record->m_pEntity->m_flLowerBodyYawTarget( );
        data->m_delta = std::abs( math::NormalizedAngle( eye_yaw - lbyt ) );

        float resolve_yaw = ( ( data->m_delta < 0.f ) ? resolve_value : resolve_value );

        switch( data->m_missed_shots % 2 ) {
        case 0:
            info->m_flBrute = data->m_last_resolve = resolve_yaw;
            break;
        case 1:
            info->m_flBrute = -data->m_last_resolve;
            break;
        case 2:
            info->m_flBrute = 0;
            break;
        }
    }

    record->m_pState->m_flGoalFeetYaw = eye_yaw + info->m_flBrute;
}

float Resolver::ResolveShot( AimPlayer* data, LagComp::LagRecord_t* record ) {
    float flPseudoFireYaw = math::NormalizedAngle( math::CalcAngle( record->m_pMatrix[ 8 ].GetOrigin( ), g_cl.m_local->m_BoneCache( ).m_pCachedBones[ 0 ].GetOrigin( ) ).y );

    if( data->m_extending ) {
        float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 60.f ) ) );
        float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 60.f ) ) );

        //g_notify.add( tfm::format( XOR( "found shot record on %s: [ yaw: %i ]" ), game::GetPlayerName( record->m_player->index( ) ), int( flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -60.f : 60.f;
    }
    else {
        float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 35.f ) ) );
        float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 35.f ) ) );

        //g_notify.add( tfm::format( XOR( "found shot record on %s: [ yaw: %i ]" ), game::GetPlayerName( record->m_player->index( ) ), int( flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f ) ) );

        return flLeftFireYawDelta > flRightFireYawDelta ? -35.f : 35.f;
    }
}
Улучшать? А не легче удалить все нахуй и сделать нормальный? Тут ниче по сути нормального нету.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
как этот ресольвер улчушить можете помочь оно со скара норм даёт а вот скаут миссает и влево право енеми дёргает
можете ему что то добавить изменить? @ratinov @PasterAlmir @Dreammm хелпаните плиз пацаны
тока не пишите мне что ресик гавно я и сам в курсе



C++:
Expand Collapse Copy
Resolver g_resolver{ };;


        switch( data->m_missed_shots % 2 ) {
        case 0:
            info->m_flBrute = data->m_last_resolve = resolve_yaw;
            break;
        case 1:
            info->m_flBrute = -data->m_last_resolve;
            break;
        case 2:
            info->m_flBrute = 0;
            break;
        }
 
}
это как..
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
мммм деф ресик пандоры
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1595271603748.png
пиздишь, пару чисел поменял
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
void Resolver::ResolveAngles( Player* player, LagComp::LagRecord_t* record ) {
    AimPlayer* data = &g_aimbot.m_players[player->index() - 1];

    if (!data)
        return;

    if (!record->m_pState)
        return;

    const auto info = g_anims.GetAnimationInfo(record->m_pEntity);
    if (!info)
        return;
    // if we are in nospread mode, force all players pitches to down.
    // TODO; we should check thei actual pitch and up too, since those are the other 2 possible angles.
    // this should be somehow combined into some iteration that matches with the air angle iteration.

    auto& lox = inform[player->index() - 1];

    CCSGOPlayerAnimState animstate_backup;

    animstate_backup = *player->m_PlayerAnimState();

    store_delta(player, &lox, record);

    *player->m_PlayerAnimState() = animstate_backup;

    if (!record->m_bDidShot) {
        if (g_cfg[XOR("cheat_mode")].get<int>() == 1) {
            switch (data->m_missed_shots % 6) {
            case 0:
            case 1:
                record->m_angEyeAngles.x = player->m_angEyeAngles().x = 90.f;
                break;

            case 2:
            case 3:
                record->m_angEyeAngles.x = player->m_angEyeAngles().x = 0.f;
                break;
            case 4:
            case 5:
                record->m_angEyeAngles.x = player->m_angEyeAngles().x = -90.f;
                break;

            default:
                break;
            }
        }

        // we arrived here we can do the acutal resolve.
        //if (record->m_mode == Modes::RESOLVE_STAND)

        if (!game::IsFakePlayer(record->m_iEntIndex))
            //ResolveStand(data, record);
        {
            int пиздец1 = abs(record->m_pLayers[6].m_playback_rate - lox.resolver_anim_layers[0][6].m_playback_rate);
            int пиздец2 = abs(record->m_pLayers[6].m_playback_rate - lox.resolver_anim_layers[2][6].m_playback_rate);
            int пиздец3 = abs(record->m_pLayers[6].m_playback_rate - lox.resolver_anim_layers[1][6].m_playback_rate);

            if (пиздец1 < пиздец2 || пиздец3 <= пиздец2 || (int)(пиздец2 * 1000.f))
            {
                if (пиздец1 >= пиздец3 && пиздец2 > пиздец3 && !(int)(пиздец3 * 1000.f))
                {
                    last_resolving_side[player->index() - 1] = 1;
                    record->m_pState->m_flGoalFeetYaw = math::NormalizeYaw(record->m_angEyeAngles.y + 60.0f);
                }
            }
            else
            {
                last_resolving_side[player->index() - 1] = -1;
                record->m_pState->m_flGoalFeetYaw = math::NormalizeYaw(record->m_angEyeAngles.y - 60.0f);
            }
        }
    }
}
тапает всех на свете быстрее пасти он под пандору кста!!!!!1!!!!1
 
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