Исходник Shit resolver for underrow sdk

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resolver made in 3 minutes, don't use this shit lol.

C++:
void Resolver::detectside(NetChannel* netdata, C_BaseEntity* entity)
{
    float Side = 60.f;
    auto animstate = entity->get_animation_state();
    float Middle = math.calc_angle(entity->get_eye_position(), entity->get_origin()).y + 180.f; // middle
    float Left = animstate->m_flEyeYaw + std::abs(Middle - entity->get_eye_angles().y); // right
    float Right = animstate->m_flEyeYaw - std::abs(Middle - entity->get_eye_angles().y); // left
    if (netdata->m_nChokedPackets == 1)
    {
        if (Side)
        {
                if (Side <= 0)
                    entity->get_animation_state()->m_flGoalFeetYaw = entity->get_eye_angles().y - 60.0;
                else
                    entity->get_animation_state()->m_flGoalFeetYaw = entity->get_eye_angles().y + 60.0;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw > 180.0;  entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw - 360.0)
                    ;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw < -180.0;  entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw + 360.0)
                    ;
            }
            else
            {
                if (Side <= 0)
                    entity->get_animation_state()->m_flGoalFeetYaw = Left;
                else
                    entity->get_animation_state()->m_flGoalFeetYaw = Right;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw > 180.0; entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw - 360.0)
                    ;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw < -180.0; entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw + 360.0)
                    ;
            }
        }
}
float get_max_desync_delta(C_BaseEntity* entity) {

    auto animstate = entity->get_animation_state();

    float duckammount = *(float*)(animstate + 0xA4);
    float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));

    float speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));

    float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
    float unk2 = unk1 + 1.1f;
    float unk3;

    if (duckammount > 0) {

        unk2 += ((duckammount * speedfactor) * (0.5f - unk2));

    }

    unk3 = *(float*)(animstate + 0x334) * unk2;

    return unk3;
}
void Resolver::resolve(C_BaseEntity* entity, NetChannel* netdata, animation_layer* anim_layer, PlayerInfo_s* playerinfo)
{
    if (variable.Config.Resolver)
    {
        if (!entity->is_alive())
            return;
        if (playerinfo->fakeplayer)
            return;
        float max_delta = get_max_desync_delta(entity);
        auto animstate = entity->get_animation_state();
        float m_iSide = 60.f;
        float Middle = math.calc_angle(entity->get_eye_position(), entity->get_origin()).y + 180.f; // middle
        float Left = animstate->m_flEyeYaw + std::abs(Middle - entity->get_eye_angles().y); // right
        float Right = animstate->m_flEyeYaw - std::abs(Middle - entity->get_eye_angles().y); // left
        int i;
        if (csgo::m_missed_shots[entity->EntIndex()] == 0)
        {
            auto feet_yaw = anim_layer->m_flCycle > 0.9f && entity->get_abs_velocity().Length2D() < 0.f;

            if (feet_yaw <= 60)
            {
                if (-60 > feet_yaw)
                    entity->get_eye_angles().y == m_iSide + entity->get_eye_angles().y;
            }
            else
            {
                entity->get_eye_angles().y == m_iSide - entity->get_eye_angles().y;
            }
            if (anim_layer->m_flCycle > 0, 9)
            {
                for (int delta = 60.f; delta < -60.f; delta = delta - 20.f);

            }
            else
            {
                switch (csgo::m_missed_shots[entity->EntIndex()] % 5) {
                case 0 :
                    detectside(netdata, entity);
                        break;
                case 1:
                    entity->get_animation_state()->m_flGoalFeetYaw = Right, detectside(netdata, entity);
                    break;
                case 2:
                    entity->get_animation_state()->m_flGoalFeetYaw = Left, detectside(netdata, entity);
                    break;
                case 3:
                    entity->get_animation_state()->m_flGoalFeetYaw = Middle, detectside(netdata, entity);
                    break;
                case 4:
                    entity->get_animation_state()->m_flGoalFeetYaw = max_delta;
                    break;

                }

                }
            }

    }
}
it can fix static desync pretty good
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
resolver made in 3 minutes, don't use this shit lol.

C++:
void Resolver::detectside(NetChannel* netdata, C_BaseEntity* entity)
{
    float Side = 60.f;
    auto animstate = entity->get_animation_state();
    float Middle = math.calc_angle(entity->get_eye_position(), entity->get_origin()).y + 180.f; // middle
    float Left = animstate->m_flEyeYaw + std::abs(Middle - entity->get_eye_angles().y); // right
    float Right = animstate->m_flEyeYaw - std::abs(Middle - entity->get_eye_angles().y); // left
    if (netdata->m_nChokedPackets == 1)
    {
        if (Side)
        {
                if (Side <= 0)
                    entity->get_animation_state()->m_flGoalFeetYaw = entity->get_eye_angles().y - 60.0;
                else
                    entity->get_animation_state()->m_flGoalFeetYaw = entity->get_eye_angles().y + 60.0;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw > 180.0;  entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw - 360.0)
                    ;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw < -180.0;  entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw + 360.0)
                    ;
            }
            else
            {
                if (Side <= 0)
                    entity->get_animation_state()->m_flGoalFeetYaw = Left;
                else
                    entity->get_animation_state()->m_flGoalFeetYaw = Right;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw > 180.0; entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw - 360.0)
                    ;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw < -180.0; entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw + 360.0)
                    ;
            }
        }
}
float get_max_desync_delta(C_BaseEntity* entity) {

    auto animstate = entity->get_animation_state();

    float duckammount = *(float*)(animstate + 0xA4);
    float speedfraction = max(0, min(*reinterpret_cast<float*>(animstate + 0xF8), 1));

    float speedfactor = max(0, min(1, *reinterpret_cast<float*> (animstate + 0xFC)));

    float unk1 = ((*reinterpret_cast<float*> (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction;
    float unk2 = unk1 + 1.1f;
    float unk3;

    if (duckammount > 0) {

        unk2 += ((duckammount * speedfactor) * (0.5f - unk2));

    }

    unk3 = *(float*)(animstate + 0x334) * unk2;

    return unk3;
}
void Resolver::resolve(C_BaseEntity* entity, NetChannel* netdata, animation_layer* anim_layer, PlayerInfo_s* playerinfo)
{
    if (variable.Config.Resolver)
    {
        if (!entity->is_alive())
            return;
        if (playerinfo->fakeplayer)
            return;
        float max_delta = get_max_desync_delta(entity);
        auto animstate = entity->get_animation_state();
        float m_iSide = 60.f;
        float Middle = math.calc_angle(entity->get_eye_position(), entity->get_origin()).y + 180.f; // middle
        float Left = animstate->m_flEyeYaw + std::abs(Middle - entity->get_eye_angles().y); // right
        float Right = animstate->m_flEyeYaw - std::abs(Middle - entity->get_eye_angles().y); // left
        int i;
        if (csgo::m_missed_shots[entity->EntIndex()] == 0)
        {
            auto feet_yaw = anim_layer->m_flCycle > 0.9f && entity->get_abs_velocity().Length2D() < 0.f;

            if (feet_yaw <= 60)
            {
                if (-60 > feet_yaw)
                    entity->get_eye_angles().y == m_iSide + entity->get_eye_angles().y;
            }
            else
            {
                entity->get_eye_angles().y == m_iSide - entity->get_eye_angles().y;
            }
            if (anim_layer->m_flCycle > 0, 9)
            {
                for (int delta = 60.f; delta < -60.f; delta = delta - 20.f);

            }
            else
            {
                switch (csgo::m_missed_shots[entity->EntIndex()] % 5) {
                case 0 :
                    detectside(netdata, entity);
                        break;
                case 1:
                    entity->get_animation_state()->m_flGoalFeetYaw = Right, detectside(netdata, entity);
                    break;
                case 2:
                    entity->get_animation_state()->m_flGoalFeetYaw = Left, detectside(netdata, entity);
                    break;
                case 3:
                    entity->get_animation_state()->m_flGoalFeetYaw = Middle, detectside(netdata, entity);
                    break;
                case 4:
                    entity->get_animation_state()->m_flGoalFeetYaw = max_delta;
                    break;

                }

                }
            }

    }
}
it can fix static desync pretty good
i think i was dopeness when i make it
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
resolver made in 3 minutes, don't use this shit lol.

C++:
void Resolver::detectside(NetChannel* netdata, C_BaseEntity* entity)
{
    float Side = 60.f;
    auto animstate = entity->get_animation_state();
    float Middle = math.calc_angle(entity->get_eye_position(), entity->get_origin()).y + 180.f; // middle
    float Left = animstate->m_flEyeYaw + std::abs(Middle - entity->get_eye_angles().y); // right
    float Right = animstate->m_flEyeYaw - std::abs(Middle - entity->get_eye_angles().y); // left
    if (netdata->m_nChokedPackets == 1)
    {
        if (Side)
        {
                if (Side <= 0)
                    entity->get_animation_state()->m_flGoalFeetYaw = entity->get_eye_angles().y - 60.0;
                else
                    entity->get_animation_state()->m_flGoalFeetYaw = entity->get_eye_angles().y + 60.0;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw > 180.0;  entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw - 360.0)
                    ;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw < -180.0;  entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw + 360.0)
                    ;
            }
            else
            {
                if (Side <= 0)
                    entity->get_animation_state()->m_flGoalFeetYaw = Left;
                else
                    entity->get_animation_state()->m_flGoalFeetYaw = Right;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw > 180.0; entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw - 360.0)
                    ;
                for (;  entity->get_animation_state()->m_flGoalFeetYaw < -180.0; entity->get_animation_state()->m_flGoalFeetYaw = entity->get_animation_state()->m_flGoalFeetYaw + 360.0)
                    ;
            }
        }
}

}
it can fix static desync pretty good
nc wrong reversed ot resolver
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Hahahahaah that is NOT onetaps side detection. That is where they set Goalfeet Yaw to the passed side to later Save that data to do safepoint and resolve with playback rate. I would suggest learning how to code before you paste random code you don't understand to your p2c.

Also don't you have an animation state class?
 
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