Вопрос Legit desync

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Hello, can someone with a legit desync help me? They seem to work, but when I turn them on, my "real" looks at the wall

My createmove:
Код:
bool __stdcall create_move::hook(float input_sample_frametime, CUserCmd* cmd)
    {

        if (!cmd || !cmd->command_number)
            return o_create_move(interfaces::client_mode, input_sample_frametime, cmd);

        const auto ebp = reinterpret_cast<uintptr_t*>(uintptr_t(_AddressOfReturnAddress()) - sizeof(void*));
        auto& send_packet = *reinterpret_cast<bool*>(*ebp - 0x1C);

        bool* sendpacket2 = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(_AddressOfReturnAddress()) + 0x14);

        if (settings::misc::bhop)
            features::bhop(cmd);

        if (settings::misc::human_bhop)
            features::human_bhop(cmd);

        if (settings::misc::auto_strafe)
            features::auto_strafe(cmd);

        if (settings::misc::moon_walk)
            features::moon_walk(cmd);

        slow_walk::handle(cmd);
        fake_lags::handle(cmd, *sendpacket2);

        visuals::remove_3dsky();
        visuals::remove_shadows();

        features::edgeJumpPre(cmd);
        engine_prediction::start(cmd);

        visuals::fetch_entities();
        entities::fetch_targets(cmd);

        static int latency_ticks = 0;
        float fl_latency = g::engine_client->GetNetChannelInfo()->GetLatency(FLOW_INCOMING);
        int latency = TIME_TO_TICKS(fl_latency);
        if (g::client_state->chokedcommands <= 0) {
            latency_ticks = latency;
        }
        else {
            latency_ticks = std::max(latency, latency_ticks);
        }

        if (g::game_rules_proxy->m_bIsValveDS()) {
            if (fl_latency >= g::global_vars->interval_per_tick)
                max_choke_ticks = 11 - latency_ticks;
            else
                max_choke_ticks = 11;
        }
        else {
            max_choke_ticks = 5 - latency_ticks;
        }

        static float SpawnTime = 0.0f;
        if (g::local_player->m_flSpawnTime() != SpawnTime) {
            g_AnimState.pBaseEntity = g::local_player;
            g::local_player->ResetAnimationState(&g_AnimState);
            SpawnTime = g::local_player->m_flSpawnTime();
        }

        static float next_lby = 0.0f;

        QAngle OldAngles = cmd->viewangles;

        auto Desync = [OldAngles](CUserCmd* cmd, bool* send_packet)
        {
            if (cmd->buttons & (IN_ATTACK | IN_ATTACK2 | IN_USE) ||
                g::local_player->m_nMoveType() == MOVETYPE_LADDER || g::local_player->m_nMoveType() == MOVETYPE_NOCLIP
                || !g::local_player->IsAlive())
                return;

            if (interfaces::local_player->m_bGunGameImmunity() || interfaces::local_player->m_fFlags() & FL_FROZEN)
                return;

            //if (!utils::IsPlayingMM() && utils::IsValveDS())
                //return;

            auto weapon = g::local_player->m_hActiveWeapon().Get();
            if (!weapon)
                return;

            auto weapon_index = weapon->m_iItemDefinitionIndex();
            if ((weapon_index == WEAPON_GLOCK || weapon_index == WEAPON_FAMAS) && weapon->m_flNextPrimaryAttack() >= g::global_vars->curtime)
                return;

            auto weapon_data = weapon->get_weapon_data();

            if (weapon_data->WeaponType == WEAPONTYPE_GRENADE) {
                if (!weapon->m_bPinPulled()) {
                    float throwTime = weapon->m_fThrowTime();
                    if (throwTime > 0.f)
                        return;
                }

                if ((cmd->buttons & IN_ATTACK) || (cmd->buttons & IN_ATTACK2)) {
                    if (weapon->m_fThrowTime() > 0.f)
                        return;
                }
            }

            static bool broke_lby = false;

            if (settings::desync::desync_mode == 1) {
               
                float minimal_move = interfaces::local_player->m_fFlags() & IN_DUCK ? 3.0f : 1.0f;

                if (!send_packet) {
                    cmd->viewangles.yaw += 120.f * side;
                }

                static bool flip = 1;
                flip = !flip;

                cmd->sidemove += flip ? minimal_move : -minimal_move;
            }
            if (settings::desync::desync_mode == 2) {
                if (next_lby >= interfaces::global_vars->curtime) {
                    if (!broke_lby && send_packet)
                        return;

                    broke_lby = false;
                    send_packet = false;
                    cmd->viewangles.yaw += 120.0f * side;
                }
                else {
                    broke_lby = true;
                    send_packet = false;
                    cmd->viewangles.yaw -= 120.0f * -side;
                }
            }
            if (settings::desync::desync_mode == 3) {

                if (!send_packet) {
                    cmd->viewangles.yaw += 120.f * side;
                }
                else
                {
                    cmd->viewangles.yaw -= 120.f * -side;

                }
            }

            math::FixAngles(cmd->viewangles);
        //    math::MovementFix(cmd, OldAngles, cmd->viewangles);
        };

        if (settings::visuals::grenade_prediction)
            grenade_prediction::fetch_points(cmd);

        if (cmd->weaponselect == 0)
        {
            aimbot::handle(cmd);
            zeusbot::handle(cmd);
            knife_bot::handle(cmd, *sendpacket2);
        }

        static int definition_index = 7;
        auto a_settings = &settings::aimbot::m_items[definition_index];

        if (a_settings->recoil.enabled)
            aimbot::OnMove(cmd);

        visuals::runCM(cmd);

        if (settings::misc::fast_stop)
            features::fastStop(cmd);

        if (g::local_player && g::local_player->IsAlive() && (cmd->buttons & IN_ATTACK || cmd->buttons & IN_ATTACK2))
            saver.LastShotEyePos = g::local_player->GetEyePos();

        /*if (settings::misc::block_bot) //WIP blockbot, not fully working.
            features::blockBot(cmd); */

        //if (settings::misc::selfnade)
            //features::SelfNade(cmd);

        if (settings::misc::lefthandknife)
            visuals::KnifeLeft();

        //desync::next_lby_update(cmd, sendpacket2);

        if (settings::desync::enabled2 && std::fabsf(g::local_player->m_flSpawnTime() - g::global_vars->curtime) > 1.0f)
            Desync(cmd, &send_packet);

        math::FixAngles(cmd->viewangles);
        cmd->viewangles.yaw = std::remainderf(cmd->viewangles.yaw, 360.0f);

        if (settings::desync::enabled2 && g::client_state->chokedcommands >= max_choke_ticks) {
            *sendpacket2 = true;
            cmd->viewangles = g::client_state->viewangles;
        }

        static ConVar* m_yaw = m_yaw = g::cvar->find("m_yaw");
        static ConVar* m_pitch = m_pitch = g::cvar->find("m_pitch");
        static ConVar* sensitivity = sensitivity = g::cvar->find("sensitivity");

        static QAngle m_angOldViewangles = g::client_state->viewangles;

        float delta_x = std::remainderf(cmd->viewangles.pitch - m_angOldViewangles.pitch, 360.0f);
        float delta_y = std::remainderf(cmd->viewangles.yaw - m_angOldViewangles.yaw, 360.0f);

        if (delta_x != 0.0f) { //This stuff should be mouse 'dx' fix from Aimware dump.
            float mouse_y = -((delta_x / m_pitch->GetFloat()) / sensitivity->GetFloat());
            short mousedy;
            if (mouse_y <= 32767.0f) {
                if (mouse_y >= -32768.0f) {
                    if (mouse_y >= 1.0f || mouse_y < 0.0f) {
                        if (mouse_y <= -1.0f || mouse_y > 0.0f)
                            mousedy = static_cast<short>(mouse_y);
                        else
                            mousedy = -1;
                    }
                    else {
                        mousedy = 1;
                    }
                }
                else {
                    mousedy = 0x8000u;
                }
            }
            else {
                mousedy = 0x7FFF;
            }

            cmd->mousedy = mousedy;
        }

        if (delta_y != 0.0f) {
            float mouse_x = -((delta_y / m_yaw->GetFloat()) / sensitivity->GetFloat());
            short mousedx;
            if (mouse_x <= 32767.0f) {
                if (mouse_x >= -32768.0f) {
                    if (mouse_x >= 1.0f || mouse_x < 0.0f) {
                        if (mouse_x <= -1.0f || mouse_x > 0.0f)
                            mousedx = static_cast<short>(mouse_x);
                        else
                            mousedx = -1;
                    }
                    else {
                        mousedx = 1;
                    }
                }
                else {
                    mousedx = 0x8000u;
                }
            }
            else {
                mousedx = 0x7FFF;
            }

            cmd->mousedx = mousedx;
        }

        auto anim_state = g::local_player->GetPlayerAnimState2();
        if (anim_state) {
            CCSGOPlayerAnimState anim_state_backup = *anim_state;
            *anim_state = g_AnimState;
            *g::local_player->GetVAngles2() = cmd->viewangles;
            g::local_player->UpdateClientSideAnimation();
            //updatelby(anim_state);
            if (anim_state->speed_2d > 0.1f || std::fabsf(anim_state->flUpVelocity)) {
                next_lby = g::global_vars->curtime + 0.22f;
            }
            else if (g::global_vars->curtime > next_lby) {
                if (std::fabsf(AngleDiff(anim_state->m_flGoalFeetYaw, anim_state->m_flEyeYaw)) > 35.0f) {
                    next_lby = g::global_vars->curtime + 1.1f;
                }
            }

            g_AnimState = *anim_state;
            *anim_state = anim_state_backup;
        }

        if (*sendpacket2) {
            real_angle = g_AnimState.m_flGoalFeetYaw;
            view_angle = g_AnimState.m_flEyeYaw;
        }

        engine_prediction::finish(cmd);
        features::edgeJumpPost(cmd);

        if (settings::misc::selfnade)
            features::SelfNade(cmd);

        if (!(cmd->buttons & IN_BULLRUSH))
            cmd->buttons |= IN_BULLRUSH;

        cmd->viewangles.pitch = std::clamp(cmd->viewangles.pitch, -89.0f, 89.0f);
        cmd->viewangles.yaw = std::clamp(cmd->viewangles.yaw, -180.0f, 180.0f);
        cmd->viewangles.roll = 0.0f;
        cmd->forwardmove = std::clamp(cmd->forwardmove, -450.0f, 450.0f);
        cmd->sidemove = std::clamp(cmd->sidemove, -450.0f, 450.0f);
        return false;
    }
}
Video:
 
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Бульдозер
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что это за параша
код десинка офк нам никто не скинет

Пожалуйста, авторизуйтесь для просмотра ссылки.
- почитай, не совсем правильно но лучше чем твоя залупа, а по поводу десинка хуй знает
 
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Я не про чамсач, но у меня "настоящий" боком и подделка не двигается.
 
:roflanBuldiga:
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Я посмотрел на код твоего хука,глаза просто нахуй вытекли. Интересно как там людям,которые любят minhook?
А по теме: удали нахуй оттуда всё,миллион трешкода и вообще ебал эту хуйню
 
I'm watching you
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Hello, can someone with a legit desync help me? They seem to work, but when I turn them on, my "real" looks at the wall

My createmove:
Код:
bool __stdcall create_move::hook(float input_sample_frametime, CUserCmd* cmd)
    {

        if (!cmd || !cmd->command_number)
            return o_create_move(interfaces::client_mode, input_sample_frametime, cmd);

        const auto ebp = reinterpret_cast<uintptr_t*>(uintptr_t(_AddressOfReturnAddress()) - sizeof(void*));
        auto& send_packet = *reinterpret_cast<bool*>(*ebp - 0x1C);

        bool* sendpacket2 = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(_AddressOfReturnAddress()) + 0x14);

        if (settings::misc::bhop)
            features::bhop(cmd);

        if (settings::misc::human_bhop)
            features::human_bhop(cmd);

        if (settings::misc::auto_strafe)
            features::auto_strafe(cmd);

        if (settings::misc::moon_walk)
            features::moon_walk(cmd);

        slow_walk::handle(cmd);
        fake_lags::handle(cmd, *sendpacket2);

        visuals::remove_3dsky();
        visuals::remove_shadows();

        features::edgeJumpPre(cmd);
        engine_prediction::start(cmd);

        visuals::fetch_entities();
        entities::fetch_targets(cmd);

        static int latency_ticks = 0;
        float fl_latency = g::engine_client->GetNetChannelInfo()->GetLatency(FLOW_INCOMING);
        int latency = TIME_TO_TICKS(fl_latency);
        if (g::client_state->chokedcommands <= 0) {
            latency_ticks = latency;
        }
        else {
            latency_ticks = std::max(latency, latency_ticks);
        }

        if (g::game_rules_proxy->m_bIsValveDS()) {
            if (fl_latency >= g::global_vars->interval_per_tick)
                max_choke_ticks = 11 - latency_ticks;
            else
                max_choke_ticks = 11;
        }
        else {
            max_choke_ticks = 5 - latency_ticks;
        }

        static float SpawnTime = 0.0f;
        if (g::local_player->m_flSpawnTime() != SpawnTime) {
            g_AnimState.pBaseEntity = g::local_player;
            g::local_player->ResetAnimationState(&g_AnimState);
            SpawnTime = g::local_player->m_flSpawnTime();
        }

        static float next_lby = 0.0f;

        QAngle OldAngles = cmd->viewangles;

        auto Desync = [OldAngles](CUserCmd* cmd, bool* send_packet)
        {
            if (cmd->buttons & (IN_ATTACK | IN_ATTACK2 | IN_USE) ||
                g::local_player->m_nMoveType() == MOVETYPE_LADDER || g::local_player->m_nMoveType() == MOVETYPE_NOCLIP
                || !g::local_player->IsAlive())
                return;

            if (interfaces::local_player->m_bGunGameImmunity() || interfaces::local_player->m_fFlags() & FL_FROZEN)
                return;

            //if (!utils::IsPlayingMM() && utils::IsValveDS())
                //return;

            auto weapon = g::local_player->m_hActiveWeapon().Get();
            if (!weapon)
                return;

            auto weapon_index = weapon->m_iItemDefinitionIndex();
            if ((weapon_index == WEAPON_GLOCK || weapon_index == WEAPON_FAMAS) && weapon->m_flNextPrimaryAttack() >= g::global_vars->curtime)
                return;

            auto weapon_data = weapon->get_weapon_data();

            if (weapon_data->WeaponType == WEAPONTYPE_GRENADE) {
                if (!weapon->m_bPinPulled()) {
                    float throwTime = weapon->m_fThrowTime();
                    if (throwTime > 0.f)
                        return;
                }

                if ((cmd->buttons & IN_ATTACK) || (cmd->buttons & IN_ATTACK2)) {
                    if (weapon->m_fThrowTime() > 0.f)
                        return;
                }
            }

            static bool broke_lby = false;

            if (settings::desync::desync_mode == 1) {
             
                float minimal_move = interfaces::local_player->m_fFlags() & IN_DUCK ? 3.0f : 1.0f;

                if (!send_packet) {
                    cmd->viewangles.yaw += 120.f * side;
                }

                static bool flip = 1;
                flip = !flip;

                cmd->sidemove += flip ? minimal_move : -minimal_move;
            }
            if (settings::desync::desync_mode == 2) {
                if (next_lby >= interfaces::global_vars->curtime) {
                    if (!broke_lby && send_packet)
                        return;

                    broke_lby = false;
                    send_packet = false;
                    cmd->viewangles.yaw += 120.0f * side;
                }
                else {
                    broke_lby = true;
                    send_packet = false;
                    cmd->viewangles.yaw -= 120.0f * -side;
                }
            }
            if (settings::desync::desync_mode == 3) {

                if (!send_packet) {
                    cmd->viewangles.yaw += 120.f * side;
                }
                else
                {
                    cmd->viewangles.yaw -= 120.f * -side;

                }
            }

            math::FixAngles(cmd->viewangles);
        //    math::MovementFix(cmd, OldAngles, cmd->viewangles);
        };

        if (settings::visuals::grenade_prediction)
            grenade_prediction::fetch_points(cmd);

        if (cmd->weaponselect == 0)
        {
            aimbot::handle(cmd);
            zeusbot::handle(cmd);
            knife_bot::handle(cmd, *sendpacket2);
        }

        static int definition_index = 7;
        auto a_settings = &settings::aimbot::m_items[definition_index];

        if (a_settings->recoil.enabled)
            aimbot::OnMove(cmd);

        visuals::runCM(cmd);

        if (settings::misc::fast_stop)
            features::fastStop(cmd);

        if (g::local_player && g::local_player->IsAlive() && (cmd->buttons & IN_ATTACK || cmd->buttons & IN_ATTACK2))
            saver.LastShotEyePos = g::local_player->GetEyePos();

        /*if (settings::misc::block_bot) //WIP blockbot, not fully working.
            features::blockBot(cmd); */

        //if (settings::misc::selfnade)
            //features::SelfNade(cmd);

        if (settings::misc::lefthandknife)
            visuals::KnifeLeft();

        //desync::next_lby_update(cmd, sendpacket2);

        if (settings::desync::enabled2 && std::fabsf(g::local_player->m_flSpawnTime() - g::global_vars->curtime) > 1.0f)
            Desync(cmd, &send_packet);

        math::FixAngles(cmd->viewangles);
        cmd->viewangles.yaw = std::remainderf(cmd->viewangles.yaw, 360.0f);

        if (settings::desync::enabled2 && g::client_state->chokedcommands >= max_choke_ticks) {
            *sendpacket2 = true;
            cmd->viewangles = g::client_state->viewangles;
        }

        static ConVar* m_yaw = m_yaw = g::cvar->find("m_yaw");
        static ConVar* m_pitch = m_pitch = g::cvar->find("m_pitch");
        static ConVar* sensitivity = sensitivity = g::cvar->find("sensitivity");

        static QAngle m_angOldViewangles = g::client_state->viewangles;

        float delta_x = std::remainderf(cmd->viewangles.pitch - m_angOldViewangles.pitch, 360.0f);
        float delta_y = std::remainderf(cmd->viewangles.yaw - m_angOldViewangles.yaw, 360.0f);

        if (delta_x != 0.0f) { //This stuff should be mouse 'dx' fix from Aimware dump.
            float mouse_y = -((delta_x / m_pitch->GetFloat()) / sensitivity->GetFloat());
            short mousedy;
            if (mouse_y <= 32767.0f) {
                if (mouse_y >= -32768.0f) {
                    if (mouse_y >= 1.0f || mouse_y < 0.0f) {
                        if (mouse_y <= -1.0f || mouse_y > 0.0f)
                            mousedy = static_cast<short>(mouse_y);
                        else
                            mousedy = -1;
                    }
                    else {
                        mousedy = 1;
                    }
                }
                else {
                    mousedy = 0x8000u;
                }
            }
            else {
                mousedy = 0x7FFF;
            }

            cmd->mousedy = mousedy;
        }

        if (delta_y != 0.0f) {
            float mouse_x = -((delta_y / m_yaw->GetFloat()) / sensitivity->GetFloat());
            short mousedx;
            if (mouse_x <= 32767.0f) {
                if (mouse_x >= -32768.0f) {
                    if (mouse_x >= 1.0f || mouse_x < 0.0f) {
                        if (mouse_x <= -1.0f || mouse_x > 0.0f)
                            mousedx = static_cast<short>(mouse_x);
                        else
                            mousedx = -1;
                    }
                    else {
                        mousedx = 1;
                    }
                }
                else {
                    mousedx = 0x8000u;
                }
            }
            else {
                mousedx = 0x7FFF;
            }

            cmd->mousedx = mousedx;
        }

        auto anim_state = g::local_player->GetPlayerAnimState2();
        if (anim_state) {
            CCSGOPlayerAnimState anim_state_backup = *anim_state;
            *anim_state = g_AnimState;
            *g::local_player->GetVAngles2() = cmd->viewangles;
            g::local_player->UpdateClientSideAnimation();
            //updatelby(anim_state);
            if (anim_state->speed_2d > 0.1f || std::fabsf(anim_state->flUpVelocity)) {
                next_lby = g::global_vars->curtime + 0.22f;
            }
            else if (g::global_vars->curtime > next_lby) {
                if (std::fabsf(AngleDiff(anim_state->m_flGoalFeetYaw, anim_state->m_flEyeYaw)) > 35.0f) {
                    next_lby = g::global_vars->curtime + 1.1f;
                }
            }

            g_AnimState = *anim_state;
            *anim_state = anim_state_backup;
        }

        if (*sendpacket2) {
            real_angle = g_AnimState.m_flGoalFeetYaw;
            view_angle = g_AnimState.m_flEyeYaw;
        }

        engine_prediction::finish(cmd);
        features::edgeJumpPost(cmd);

        if (settings::misc::selfnade)
            features::SelfNade(cmd);

        if (!(cmd->buttons & IN_BULLRUSH))
            cmd->buttons |= IN_BULLRUSH;

        cmd->viewangles.pitch = std::clamp(cmd->viewangles.pitch, -89.0f, 89.0f);
        cmd->viewangles.yaw = std::clamp(cmd->viewangles.yaw, -180.0f, 180.0f);
        cmd->viewangles.roll = 0.0f;
        cmd->forwardmove = std::clamp(cmd->forwardmove, -450.0f, 450.0f);
        cmd->sidemove = std::clamp(cmd->sidemove, -450.0f, 450.0f);
        return false;
    }
}
Video:
Ну на сколько я понял это из BoyNextHook'а?
P.S Мейби и нет,просто часть похожа
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Столько говнокода не высерал даже эзотерик... А если по теме, то ты удачно спастил лишь десинк на микромувах и то, хуево, 3 десинк вообще меня рассмешил. Я бы мог бы тебя послать на uc, как тут делают многие в темах с десинком, но там сидят клоуны которые сами ничего не знают.
Фликай лбу когда твои задержанные команды = 0
Используй микромувы для полного контроля над лбу
Твой фейк - это sendpacket == true, реал когда sendpacket == false, так-как сервер не отправляет клиентам задержанные пакеты и другие ентити не увидят твой угол на чокнутом пакете.
И задумайся над оптимизацией и чисткой своей пасты, я удивлен, как ты сам разбираешься в этом...

Upd:
Только щас заметил это, спасибо за слитый godmode дветыщидвадцатьпервого века, классного цвета из skeet alpha, пойду вставлю это себе в пасту:CoolCat:
auto& send_packet = *reinterpret_cast<bool*>(*ebp - 0x1C);
bool* sendpacket2 = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(_AddressOfReturnAddress()) + 0x14);
Щас где-то в Африке плачет 1 маленький эзотерик:roflanPominki:

Upd2:
Тут мемы на каждом шагу

if (*sendpacket2) { real_angle = g_AnimState.m_flGoalFeetYaw;
view_angle = g_AnimState.m_flEyeYaw; }
 
Последнее редактирование:
Сверху Снизу