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Автор темы
- #1
2.6. Запрещено попрошайничество реакций/денег и так далее. Также запрещено писать сообщения, похожие на данные: "Не откажусь от реакций", "Буду рад благодарности за проделанную работу" и прочее.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
This is somewhat a good resolver i think lol, havent tested it im just bored.
C++:
#include "../includes.h"
Resolver g_resolver{ };;
void Resolver::ResolveAngles( Player* player, LagComp::LagRecord_t* record ) {
AimPlayer* data = &g_aimbot.m_players[ player->index( ) - 1 ];
CCSGOPlayerAnimState* state = g_cl.m_local->m_PlayerAnimState();
int idx = player->index();
//big taps skeet resolver lolololol
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;
case 6:
case 7:
state->m_flGoalFeetYaw += 59.0f;
break;
case 8:
state->m_flGoalFeetYaw -= 59.0f;
break;
case 9:
state->m_flGoalFeetYaw -= 78.0f;
break;
case 10:
state->m_flGoalFeetYaw += 78.0f;
break;
case 11:
state->m_flGoalFeetYaw -= state->m_flGoalFeetYaw ? -180 : 180;
break;
case 12:
state->m_flGoalFeetYaw += state->m_flGoalFeetYaw ? -180 : 180;
break;
default:
break;
}
}
// we arrived here we can do the acutal resolve.
//if (record->m_mode == Modes::RESOLVE_STAND)
ResolveStand( data, record );
}
}
void Logic(AimPlayer* data, Player* player, LagComp::LagRecord_t* record) {
player_info_t* r{};
float simtime = player->m_flSimulationTime();
float oldsimtime = player->m_flOldSimulationTime();
float simdiff = simtime - oldsimtime;
auto chokedpackets = game::TIME_TO_TICKS((0, simdiff)); // you could also include latency
//if (player->enemy) // player is a bot
//return;
if (chokedpackets < 1) // player not desyncing
return;
}
void Resolver::Logic1(AimPlayer* data, Player* player, LagComp::LagRecord_t* record)
{
if (!g_cfg[XOR("rage_aimbot_enabled")].get<bool>() || player->m_lifeState() == LIFE_DEAD || !player->enemy(g_cl.m_local))
int tilbake;
for (int i = 1; i <= g_csgo.m_cl->m_nMaxClients; i++)
{
if (!player || !player->alive() || player->dormant() || player == g_cl.m_local)
return;
auto feet_yaw = player->m_AnimOverlay()->m_cycle > 0.9f && player->m_AnimOverlay()->m_cycle > 0.9f && player->m_vecVelocity().length_2d() < 0.1f;
auto body_max_rotation = 60.f;
if (feet_yaw <= 60)
{
if (-60 > feet_yaw)
record->m_angEyeAngles.y == body_max_rotation + player->m_angEyeAngles().y;
}
else
{
record->m_angEyeAngles.y == body_max_rotation - player->m_angEyeAngles().y;
}
if (player->m_AnimOverlay()->m_cycle > 0, 9)
{
for (int resol_delta = 60.f; resol_delta < -60.f; resol_delta = resol_delta - 20.f)
{
record->m_angEyeAngles.y == resol_delta;
}
}
}
}
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 = 50.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 % 3 ) {
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 + 58.f ) ) );
float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 58.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 ? -58.f : 58.f;
}
else {
float flLeftFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y + 29.f ) ) );
float flRightFireYawDelta = fabsf( math::NormalizedAngle( flPseudoFireYaw - ( record->m_angEyeAngles.y - 29.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 ? -29.f : 29.f;
}
}
// end bro.
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