Weave.su paste with new features

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So I made a weave paste .. it is fr0zen.xyz with an new aa and exploits (Do not remember where I got it from)
Also the as we all know, the cheat is shit and this code is absolute garbage...
The cheat is not well optimized so do not even comment if you will cry about how shit weave is...
If you config it properly you can make pretty much every cheat unable to hs u

ss - def weave

New shit:
- Lby breaker
-Sway
-Sync
-Opposite

- Teleport on key
- Desync slider

- Doubletap customization
-Remove dt delay
-Speed boost slider
-Delay slider
- Avoid overlap

- AA on shot
- Desync on shot
- Better resolver


Download:
Пожалуйста, авторизуйтесь для просмотра ссылки.
- source
 
Последнее редактирование:
$$$ legendware.pw $$$
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Nice hide ahhahahaha
 
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So I made a weave paste .. it is fr0zen.xyz with an new aa and exploits (Do not remember where I got it from)
Also the as we all know, the cheat is shit and this code is absolute garbage...
The cheat is not well optimized so do not even comment if you will cry about how shit weave is...
If you config it properly you can make pretty much every cheat unable to hs u

ss - def weave

New shit:
- Lby breaker
-Sway
-Sync
-Opposite

- Teleport on key
- Desync slider

- Doubletap customization
-Remove dt delay
-Speed boost slider
-Delay slider
- Avoid overlap

- AA on shot
- Desync on shot
- Better resolver


Download:
[LIKES = 20]
Пожалуйста, авторизуйтесь для просмотра ссылки.
- source [/ LIKES]
dll?
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
бананананада
 
fill the life with NOP
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C++:
#include "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); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.

    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;
        //Body should be right
    }
    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;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = 90;
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = -90;
                        }

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

            if (forward) {
                FreestandSide[idx] *= -1;
                ResolverMode[idx] += ": 2";
            }
            else
                ResolverMode[idx] += ": 1";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * FreestandSide[idx]);
        }
        else {
            if (forward) {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Brute";
                    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] = "Brute";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 58.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 58.f);
                    break;
                }
            }
            else {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Brute";
                    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] = "Brute";
                    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);
}
nice better resolver :forsenGun::roflanEbalo:
 
$$$ legendware.pw $$$
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Регистрация
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0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
#include "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); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.

    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;
        //Body should be right
    }
    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;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = 90;
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = -90;
                        }

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

            if (forward) {
                FreestandSide[idx] *= -1;
                ResolverMode[idx] += ": 2";
            }
            else
                ResolverMode[idx] += ": 1";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * FreestandSide[idx]);
        }
        else {
            if (forward) {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Brute";
                    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] = "Brute";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 58.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 58.f);
                    break;
                }
            }
            else {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Brute";
                    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] = "Brute";
                    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);
}
nice better resolver :forsenGun::roflanEbalo:
58 на 90 парен умный видно сразу
 
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Crash after map change
 
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Its just Banada Weave Paste
 
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Думаю , щас вейви ничего не сделает , даже с минор / биг апдейтами каждый день
 
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C++:
#include "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); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.

    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;
        //Body should be right
    }
    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;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = 90;
                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;
                            //FreestandAngle[pPlayerEntity->EntIndex()] = -90;
                        }

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

            if (forward) {
                FreestandSide[idx] *= -1;
                ResolverMode[idx] += ": 2";
            }
            else
                ResolverMode[idx] += ": 1";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 90.f * FreestandSide[idx]);
        }
        else {
            if (forward) {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Brute";
                    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] = "Brute";
                    if (FreestandSide[idx] == 1)
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + 58.f);
                    else
                        animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - 58.f);
                    break;
                }
            }
            else {
                switch (csgo->missedshots[idx] % 2) {
                case 1:
                    ResolverMode[idx] = "Brute";
                    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] = "Brute";
                    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);
}
nice better resolver :forsenGun::roflanEbalo:
Ты ниче не понимаешь это разработки эзотерика для гейсенс в174
 
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