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Исходник Onetap dot su angle resolver

Начинающий
Начинающий
Статус
Оффлайн
Регистрация
15 Сен 2020
Сообщения
10
Реакции
1
Код:
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void OneTap::Features::Ragebot::AngleResolver (void *player, LagRecord *data, LagRecord *prevData) {

  if (data || prevData) {

      data->m_way = 0; //reset value.

      if ( *(player + 0x370) ) {
        if (data->m_flags & 1 && prevData->m_flags & 1) { //FL_ONGROUND.
          float speed = ((data->m_vecVelocity.y * data->m_vecVelocity.y) + (data->m_vecVelocity.z * data->m_vecVelocity.z));
          if (speed <= 0.1 ) {
            if (data->m_serverLayers[C_SDK::BaseAnimations::Type::ADJUST_WEIGHT] == 0.0 && data->m_serverLayers[C_SDK::BaseAnimations::Type::ADJUST_CYCLE] == 0.0) {
              angles = data->m_resolve.m_eyeAngles.y;
              data->m_way = 1;
              delta = C_SDK::Utils::Math::AngleDiff (angles, *(player + 0xDD));
              data->m_side = 2 * (delta.clamp <= 0.0) - 1;
            }
         }
        else if (!(data->m_serverLayers[C_SDK::BaseAnimations::Type::LEAN] * 1000.0) && data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT] * 1000.0 == prevData->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT] * 1000.0 && !*(player + 0x384) ) {

          //As you can see: 0, 1, 2 - None, Left, Right sides.

          float firstDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[0] [C_SDK::BaseAnimations::Type::MOVEMENT].playRate),
          secondDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[1][C_SDK::BaseAnimations::Type::MOVEMENT].playRate),
          thirdDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[2][C_SDK::BaseAnimations::Type::MOVEMENT].playRate);

          if (firstDelta < secondDelta || thirdDelta <= secondDelta || (secondDelta * 1000.0) ) {
            if (firstDelta >= thirdDelta && secondDelta > thirdDelta && ! (thirdDelta* 1000.0) ) {
              data->m_way = 1;
              data->m_side = 1; //Left side.
            }
          } else {
            data->m_way = 1;
            data->m_side = -1; //Right side.
          }
        }
      }
    }
}
btw it's useless.

Credits:
- Idb: 0x000cb.
- Animations/game data:
Пожалуйста, авторизуйтесь для просмотра ссылки.
.
- Etc: gay open-source projects like desync.vip.
p.s https://yougame.biz/threads/155043/, the fuck is that? ifkakof proper resolver + some part of real resolver. lmao.
also this shit have big brain anti-pasta. gl. (Otcv3 have anti-free-stand in angle resolver, so...)
 
Последнее редактирование:
Код:
Expand Collapse Copy
void OneTap::Features::Ragebot::AngleResolver (void *player, LagRecord *data, LagRecord *prevData) {

  if (data || prevData) {

      data->m_way = 0; //reset value.

      if ( *(player + 0x370) ) {
        if (data->m_flags & 1 && prevData->m_flags & 1) { //FL_ONGROUND.
          float speed = ((data->m_vecVelocity.y * data->m_vecVelocity.y) + (data->m_vecVelocity.z * data->m_vecVelocity.z));
          if (speed <= 0.1 ) {
            if (data->m_serverLayers[C_SDK::BaseAnimations::Type::ADJUST_WEIGHT] == 0.0 && data->m_serverLayers[C_SDK::BaseAnimations::Type::ADJUST_CYCLE] == 0.0) {
              angles = data->m_resolve.m_eyeAngles.y;
              data->m_way = 1;
              delta = C_SDK::Utils::Math::AngleDiff (angles, *(player + 0xDD));
              data->m_side = 2 * (delta.clamp <= 0.0) - 1;
            }
         }
        else if (!(data->m_serverLayers[C_SDK::BaseAnimations::Type::LEAN] * 1000.0) && data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT] * 1000.0 == prevData->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT] * 1000.0 && !*(player + 0x384) ) {

          //As you can see: 0, 1, 2 - None, Left, Right sides.

          float firstDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[0] [C_SDK::BaseAnimations::Type::MOVEMENT].playRate),
          secondDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[1][C_SDK::BaseAnimations::Type::MOVEMENT].playRate),
          thirdDelta = abs (data->m_serverLayers[C_SDK::BaseAnimations::Type::MOVEMENT].playRate - data->m_resolverLayers[2][C_SDK::BaseAnimations::Type::MOVEMENT].playRate);

          if (firstDelta < secondDelta || thirdDelta <= secondDelta || (secondDelta * 1000.0) ) {
            if (firstDelta >= thirdDelta && secondDelta > thirdDelta && ! (thirdDelta* 1000.0) ) {
              data->m_way = 1;
              data->m_side = 1; //Left side.
            }
          } else {
            data->m_way = 1;
            data->m_side = -1; //Right side.
          }
        }
      }
    }
}
btw it's useless.

Credits:
- Idb: 0x000cb.
- Animations/game data:
Пожалуйста, авторизуйтесь для просмотра ссылки.
.
- Etc: gay open-source projects like desync.vip.
p.s https://yougame.biz/threads/155043/, the fuck is that? ifkakof proper resolver + some part of real resolver. lmao.
also this shit have big brain anti-pasta. gl. (Otcv3 have anti-free-stand in angle resolver, so...)
/del this has been public for a long time now tbh
 
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