Исходник Что то сделал с ресиком для вейва, хитает лучше

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26 Янв 2020
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C++:
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#include "../hooks/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) - 180.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 - 90.f);
}

float CResolver::GetRightYaw(IBasePlayer* player) {
    return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);
}
bool CResolver::TargetJitter(IBasePlayer* player, bool v2) {
    float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);
    return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 90.f))
        >= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 90.f));
}
bool CResolver::TargetSide(IBasePlayer* player) {
    float yaw = Math::NormalizeYaw(GetBackwardYaw(player));
    float angle = GetAngle(player);
    return fabsf(angle - Math::NormalizeYaw(yaw + 90.f))
        >= fabsf(angle - Math::NormalizeYaw(yaw - 90.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);

    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 * 35, dst3D - right * 35);
    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
    left_two = (tr.endpos - tr.startpos).Length();

    if (left_two > right_two) {
        *side = -1;
        
    }
    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], 50.f)) {
        Switch[i] = !Switch[i];
        LastAngle[i] = CurrentAngle;
        *new_side = Switch[i] ? 1 : -1;
        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 = { (50 * sin(DEG2RAD(angToLocal))),(50 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))) ,(50 * cos(DEG2RAD(angToLocal + 180))) };

        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;
                            
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;
                            
                        }

                        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() <= 0)
        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] = "Detect Jitter";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 180.f * new_side);
            break;
        case 1:
            ResolverMode[idx] = "Detect Jitter";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 180.f * new_side);
            break;
        }
    }
    else
    {
        bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 90.f;
        if (csgo->missedshots[idx] == 0) {
            ResolverMode[idx] = "Detect sides";

            if (forward) {
                FreestandSide[idx] *= -1;
                ResolverMode[idx] += ": 2 mode";
            }
            else
                ResolverMode[idx] += ": 1 mode";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * FreestandSide[idx]);
        }
        else {
            if (forward) {
                switch (csgo->missedshots[idx] % 0) {
                case 1:
                    ResolverMode[idx] = "Bruteforse";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 45.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 45.f);
                    break;
                case 0:
                    ResolverMode[idx] = "Bruteforse";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 45.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 45.f);
                    break;
                }
            }
            else {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Bruteforse";
                    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] = "BruteForse";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 58.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 58.f);
                    break;
                }
            }
        }
    }

    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
#include "../hooks/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) - 180.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 - 90.f);
}

float CResolver::GetRightYaw(IBasePlayer* player) {
    return Math::NormalizeYaw(Math::CalculateAngle(csgo->local->GetOrigin(), player->GetOrigin()).y + 90.f);
}
bool CResolver::TargetJitter(IBasePlayer* player, bool v2) {
    float yaw = v2 ? GetRightYaw(player) : GetLeftYaw(player);
    return fabsf(GetAngle(player) - Math::NormalizeYaw(yaw + 90.f))
        >= fabsf(GetAngle(player) - Math::NormalizeYaw(yaw - 90.f));
}
bool CResolver::TargetSide(IBasePlayer* player) {
    float yaw = Math::NormalizeYaw(GetBackwardYaw(player));
    float angle = GetAngle(player);
    return fabsf(angle - Math::NormalizeYaw(yaw + 90.f))
        >= fabsf(angle - Math::NormalizeYaw(yaw - 90.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);

    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 * 35, dst3D - right * 35);
    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
    left_two = (tr.endpos - tr.startpos).Length();

    if (left_two > right_two) {
        *side = -1;
      
    }
    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], 50.f)) {
        Switch[i] = !Switch[i];
        LastAngle[i] = CurrentAngle;
        *new_side = Switch[i] ? 1 : -1;
        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 = { (50 * sin(DEG2RAD(angToLocal))),(50 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))) ,(50 * cos(DEG2RAD(angToLocal + 180))) };

        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;
                          
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;
                          
                        }

                        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() <= 0)
        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] = "Detect Jitter";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 180.f * new_side);
            break;
        case 1:
            ResolverMode[idx] = "Detect Jitter";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 180.f * new_side);
            break;
        }
    }
    else
    {
        bool forward = fabsf(Math::NormalizeYaw(GetAngle(player) - GetForwardYaw(player))) < 90.f;
        if (csgo->missedshots[idx] == 0) {
            ResolverMode[idx] = "Detect sides";

            if (forward) {
                FreestandSide[idx] *= -1;
                ResolverMode[idx] += ": 2 mode";
            }
            else
                ResolverMode[idx] += ": 1 mode";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * FreestandSide[idx]);
        }
        else {
            if (forward) {
                switch (csgo->missedshots[idx] % 0) {
                case 1:
                    ResolverMode[idx] = "Bruteforse";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 45.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 45.f);
                    break;
                case 0:
                    ResolverMode[idx] = "Bruteforse";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 45.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 45.f);
                    break;
                }
            }
            else {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Bruteforse";
                    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] = "BruteForse";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 58.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 58.f);
                    break;
                }
            }
        }
    }

    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}
спасибо тапую статики отк
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
добавь третью версию с чеком скорости >140, и углом около 20ти
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
чтобы еще лоудельта ебаная отдетала :roflanEbalo:
 
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.
Бля ощущение будто бы насрали в глаза,ещё ор в том что у него много всякой хуйни,которая даже не вызывается
 
Последнее редактирование модератором:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1599036142281.png

brutiforci
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
ебать я посмеялся спасибо
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Хахахахахаэаэ он лучше хитает потому что ты нахуй вырезал половину ебучего брутфорса дефолт веаве вот оно и хитает лучше,а ты вырежи нахуй весь ресик и получится онли хс ахахахах
 
Бля ощущение будто бы насрали в глаза,ещё ор в том что у него много всякой хуйни,которая даже не вызывается
обьяснил бы что не так, обсирать все умеют а включить мозг и указать на ошибки видимо не все..
 
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