Подпишитесь на наш Telegram-канал, чтобы всегда быть в курсе важных обновлений! Перейти

Исходник Example Resolver

Новичок
Новичок
Статус
Оффлайн
Регистрация
27 Дек 2018
Сообщения
1
Реакции
0
This is a resolver which i was getting lots of things together and it may be useful, please tell me if its useful or not since I don't have time to try it.


Код:
Expand Collapse Copy
float get_max_desync_delta_aimware ()
{

    auto thisptr = entity-> GetPlayerAnimState ();

    auto v1 = ((float) thisptr) [62];
    auto v2 = 1.0f;
    auto v3 = 0.0f;
    auto v4 = 0.f;
    auto v7 = 0.0f;
    auto v8 = 0.f;
    auto v10 = 0.0f;
    auto v11 = v1;

    if (v1 <= 1.0f) {
        v4 = v10;

        if (v1> = 0.0)
            v4 = v11;

        v3 = v4;
    }
    else
        v3 = 1.0f;

    auto v5 = ((float) thisptr) [41];
    auto v6 = (float) ((float) ((float) (((float *) thisptr) [71] * -0.3f) - 2.0f) * v3) + 1.0f;

    if (v5> 0.0) {
        v7 = ((float *) thisptr) [63];
        v11 = 0.0;
        v10 = v7;

        if (v7 <= 1.0f) {
            v8 = v11;

            if (v7> = 0.0)
                v8 = v10;

            v2 = v8;
        }

        v6 = v6 + (float) ((float) (v2 * v5) * (float) (0.5f - v6));
    }

    return ((float *) thisptr) [205] * v6;
};


__forceinline float GetMaxBodyRotation () {
    C_BaseEntity * entity {};
    auto animstate = uintptr_t (entity-> getplayranimstate ());

    float
        rate = 180,
        duckammount = (float) (animstate + 0xA4),
        speedfraction = std :: max (0.f, std :: min ((float) (animstate + 0xF8), 1.f)),
        speedfactor = std :: max (0.f, std :: min (1.f, (float) (animstate + 0xFC)));

    float
        unk1 = (((float) (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction,
        unk2 = unk1 + 1.f;

    if (duckammount> 0)
        unk2 + = ((duckammount * speedfactor) * (0.5f - unk2));

    return (float) (animstate + 0x334) * unk2;
};

float lmao (float flAngle)
{
    return ((360.0f / 65536.0f) * ((int32_t) (flAngle * (65536.0f / 360.0f)) & 65535));
}

float aproach (float flTarget, float flValue, float flSpeed)
{
    float flAdjustedSpeed = flSpeed;
    if (flAdjustedSpeed <0.0f)
    {
        flAdjustedSpeed * = -1.0f;
    }

    float flAngleModTarget = lmao (flTarget);
    float flAngleModValue = lmao (flValue);

    float flDelta = (flAngleModTarget - flAngleModValue);
    if (flDelta> = -180.0f)
    {
        if (flDelta> = 180.0f)
        {
            flDelta - = 360.0f;
        }
    }
    else
    {
        if (flDelta <= -180.0f)
        {
            flDelta + = 360.0f;
        }
    }

    float flReturn;

    if (flDelta <= flAdjustedSpeed)
    {
        if ((flAdjustedSpeed * -1.0f) <= flDelta)
        {
            flReturn = flAngleModTarget;
        }
        else
        {
            flReturn = (flAngleModValue - flAdjustedSpeed);
        }
    }
    else
    {
        flReturn = (flAngleModValue + flAdjustedSpeed);
    }

    return flReturn;
}

void resolver ()
{
    float speed {};
    float flMaxMovementSpeed = 260.0f;
    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flYawModifier = (((entity-> AnimState222 () -> fraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    float maxrot = GetMaxBodyRotation;
    float value = 50.f;
    int MissedShots [65];
    int ShotsFired [65];
    int ShotsHit [65];
    MissedShots [entity-> EntIndex ()] = ShotsFired [entity-> EntIndex ()] - ShotsHit [entity-> EntIndex ()];
    bool desync {};
    CAnimationLayer * layer {};
    float minbodyyaw {};
    float maxbodyyaw {};
    float flMinBodyYaw = std :: fabsf (minbodyyaw * flYawModifier);
    float flMaxBodyYaw = std :: fabsf (maxbodyyaw * flYawModifier);
    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;

    float resolveYaw {};
    float fakegoalfeetyaw {};
    float flEyeYaw = entity-> m_angEyeAngles (). yaw;
    float flEyeDiff = std :: remainderf (flEyeYaw - fakegoalfeetyaw, 360.f);
    float chokedtime {};
    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw> flEyeDiff)
            fakegoalfeetyaw = fabs (flMinBodyYaw) + flEyeYaw;
    }
    else {
        fakegoalfeetyaw = flEyeYaw - fabs (flMaxBodyYaw);
    }

    fakegoalfeetyaw = std :: remainderf (fakegoalfeetyaw, 360.f);

    if (speed> 0.1f) {
        fakegoalfeetyaw = aproach (
            flEyeYaw,
            fakegoalfeetyaw,
            ((entity-> AnimState222 () -> fraction * 20.0f) + 30.0f)
            * chokedtime);
    }
    else {
        fakegoalfeetyaw = aproach (
            entity-getlowerbodyyaw (),
            fakegoalfeetyaw,
            chokedtime * 100.0f);
    }

    if (desync == layers [3] .cycle == 0.f && layers [3] .weight == 0.f)
        value = maxrot ;;

    if (maxrot <value)
        value = maxrot;

    if (chokedpackets <1)
    {



    }
    else
    {
        switch (MissedShots [entity-> EntIndex ()]% 2)
        {

        case 0:

            entity-> AnimState222 () - goalfeetyaw () = flEyeYaw + get_max_desync_delta_aimware ();
            break;

        case 1:

            entity-> AnimState222 () - goalfeetyaw () = flEyeYaw - get_max_desync_delta_aimware ();
            break;
        default:
            break;
        }

    }

    if (MissedShots [entity-> EntIndex ()])> 2)
   {

        float resolveYaw;

        switch (MissedShots [entity-> EntIndex ()]% 3)
        {
        case 0: // brute left side
            resolveYaw = Left;
            break;
        case 1: // brute fake side
            resolveYaw = fakegoalfeetyaw;
            break;
        case 2: // brute right side
            resolveYaw = Right;
            break;
        default:
            break;

        }
    }
}

Very unproper code :) I had 3 min to make this and just got some things together :)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
bruh xyuna
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1597030775503.png

Его мысли будут актуальны всегда. Что же такое ретурн
А что ResolveYaw делает то. Просто переменная со значениями?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
This is a resolver which i was getting lots of things together and it may be useful, please tell me if its useful or not since I don't have time to try it.


Код:
Expand Collapse Copy
float get_max_desync_delta_aimware ()
{

    auto thisptr = entity-> GetPlayerAnimState ();

    auto v1 = ((float) thisptr) [62];
    auto v2 = 1.0f;
    auto v3 = 0.0f;
    auto v4 = 0.f;
    auto v7 = 0.0f;
    auto v8 = 0.f;
    auto v10 = 0.0f;
    auto v11 = v1;

    if (v1 <= 1.0f) {
        v4 = v10;

        if (v1> = 0.0)
            v4 = v11;

        v3 = v4;
    }
    else
        v3 = 1.0f;

    auto v5 = ((float) thisptr) [41];
    auto v6 = (float) ((float) ((float) (((float *) thisptr) [71] * -0.3f) - 2.0f) * v3) + 1.0f;

    if (v5> 0.0) {
        v7 = ((float *) thisptr) [63];
        v11 = 0.0;
        v10 = v7;

        if (v7 <= 1.0f) {
            v8 = v11;

            if (v7> = 0.0)
                v8 = v10;

            v2 = v8;
        }

        v6 = v6 + (float) ((float) (v2 * v5) * (float) (0.5f - v6));
    }

    return ((float *) thisptr) [205] * v6;
};


__forceinline float GetMaxBodyRotation () {
    C_BaseEntity * entity {};
    auto animstate = uintptr_t (entity-> getplayranimstate ());

    float
        rate = 180,
        duckammount = (float) (animstate + 0xA4),
        speedfraction = std :: max (0.f, std :: min ((float) (animstate + 0xF8), 1.f)),
        speedfactor = std :: max (0.f, std :: min (1.f, (float) (animstate + 0xFC)));

    float
        unk1 = (((float) (animstate + 0x11C) * -0.30000001) - 0.19999999) * speedfraction,
        unk2 = unk1 + 1.f;

    if (duckammount> 0)
        unk2 + = ((duckammount * speedfactor) * (0.5f - unk2));

    return (float) (animstate + 0x334) * unk2;
};

float lmao (float flAngle)
{
    return ((360.0f / 65536.0f) * ((int32_t) (flAngle * (65536.0f / 360.0f)) & 65535));
}

float aproach (float flTarget, float flValue, float flSpeed)
{
    float flAdjustedSpeed = flSpeed;
    if (flAdjustedSpeed <0.0f)
    {
        flAdjustedSpeed * = -1.0f;
    }

    float flAngleModTarget = lmao (flTarget);
    float flAngleModValue = lmao (flValue);

    float flDelta = (flAngleModTarget - flAngleModValue);
    if (flDelta> = -180.0f)
    {
        if (flDelta> = 180.0f)
        {
            flDelta - = 360.0f;
        }
    }
    else
    {
        if (flDelta <= -180.0f)
        {
            flDelta + = 360.0f;
        }
    }

    float flReturn;

    if (flDelta <= flAdjustedSpeed)
    {
        if ((flAdjustedSpeed * -1.0f) <= flDelta)
        {
            flReturn = flAngleModTarget;
        }
        else
        {
            flReturn = (flAngleModValue - flAdjustedSpeed);
        }
    }
    else
    {
        flReturn = (flAngleModValue + flAdjustedSpeed);
    }

    return flReturn;
}

void resolver ()
{
    float speed {};
    float flMaxMovementSpeed = 260.0f;
    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flYawModifier = (((entity-> AnimState222 () -> fraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    float maxrot = GetMaxBodyRotation;
    float value = 50.f;
    int MissedShots [65];
    int ShotsFired [65];
    int ShotsHit [65];
    MissedShots [entity-> EntIndex ()] = ShotsFired [entity-> EntIndex ()] - ShotsHit [entity-> EntIndex ()];
    bool desync {};
    CAnimationLayer * layer {};
    float minbodyyaw {};
    float maxbodyyaw {};
    float flMinBodyYaw = std :: fabsf (minbodyyaw * flYawModifier);
    float flMaxBodyYaw = std :: fabsf (maxbodyyaw * flYawModifier);
    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;

    float resolveYaw {};
    float fakegoalfeetyaw {};
    float flEyeYaw = entity-> m_angEyeAngles (). yaw;
    float flEyeDiff = std :: remainderf (flEyeYaw - fakegoalfeetyaw, 360.f);
    float chokedtime {};
    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw> flEyeDiff)
            fakegoalfeetyaw = fabs (flMinBodyYaw) + flEyeYaw;
    }
    else {
        fakegoalfeetyaw = flEyeYaw - fabs (flMaxBodyYaw);
    }

    fakegoalfeetyaw = std :: remainderf (fakegoalfeetyaw, 360.f);

    if (speed> 0.1f) {
        fakegoalfeetyaw = aproach (
            flEyeYaw,
            fakegoalfeetyaw,
            ((entity-> AnimState222 () -> fraction * 20.0f) + 30.0f)
            * chokedtime);
    }
    else {
        fakegoalfeetyaw = aproach (
            entity-getlowerbodyyaw (),
            fakegoalfeetyaw,
            chokedtime * 100.0f);
    }

    if (desync == layers [3] .cycle == 0.f && layers [3] .weight == 0.f)
        value = maxrot ;;

    if (maxrot <value)
        value = maxrot;

    if (chokedpackets <1)
    {



    }
    else
    {
        switch (MissedShots [entity-> EntIndex ()]% 2)
        {

        case 0:

            entity-> AnimState222 () - goalfeetyaw () = flEyeYaw + get_max_desync_delta_aimware ();
            break;

        case 1:

            entity-> AnimState222 () - goalfeetyaw () = flEyeYaw - get_max_desync_delta_aimware ();
            break;
        default:
            break;
        }

    }

    if (MissedShots [entity-> EntIndex ()])> 2)
   {

        float resolveYaw;

        switch (MissedShots [entity-> EntIndex ()]% 3)
        {
        case 0: // brute left side
            resolveYaw = Left;
            break;
        case 1: // brute fake side
            resolveYaw = fakegoalfeetyaw;
            break;
        case 2: // brute right side
            resolveYaw = Right;
            break;
        default:
            break;

        }
    }
}

Very unproper code :) I had 3 min to make this and just got some things together :)
Wont be good need to call etc, I suggest not pasting resolver code from other sources.
 
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.
так стоп это же брут икфакофа
там два брутфорса, причём брутфорс икфака неправильный, сам резольвер это пиздец, легче сделать с нуля, чем дорабатывать это
 
там два брутфорса, причём брутфорс икфака неправильный, сам резольвер это пиздец, легче сделать с нуля, чем дорабатывать это
Прошу пояснения чем брут икфака так плох...
Он сам даже написал что показал просто реализацию (правильную причем)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
там два брутфорса, причём брутфорс икфака неправильный, сам резольвер это пиздец, легче сделать с нуля, чем дорабатывать это
ikfakof bruteforce resolver is better than everything posted on this forum...
 
Назад
Сверху Снизу