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Автор темы
- #1
add the struck and m_fkBreaktime in your .hpp
its not hard to ajust to your past / cheat
@coolcopjoe
for pandora / supremacy
for weave
its not hard to ajust to your past / cheat
C++:
void antiaim::PredictLbyUpdate()
{
//no point running this if we are dead ore in freeztime
if (!g_pLocalPlayer->get_alive() || (*g_ppGameRules)->m_bFreezePeriod())
return;
//we dont need this stuff here if we dont want to use this
info.command_number = g_cmd->command_number;
info.m_flMindelta = -g_pLocalPlayer->MaxDesyncDelta();
info.m_flMaxdelta = abs(info.m_flMindelta);
auto m_flState = g_pLocalPlayer->get_anim_state();
if (!m_flState)
return;
//we cant update our lby while we in air so no point trying to
//also our lbu updates constently while we in air or move
if (!(g_pLocalPlayer->m_fFlags() & FL_ONGROUND))
return;
//this is not moving lby breaker it constently add m_flCurtime + 0.22f to our nextlby update
//so when we stop our lby timer is 0.22f while csgo stop lby update is 0.22f
if (m_flState->m_velocity > 0.1f || fabs(m_flState->flUpVelocity) > 100.f)
info.m_flNextLBYUpdateTime = g_pGameGlobals->m_flCurtime + 0.22f;
else
{
//we are not moving so our lby update be m_flCurtime + 1.1f
//but if we just stopped our lby update be m_flCurtime + 0.22f
if (m_flBreakTime(0)) {// break our lby
//code to be executed if condition 1 is true
info.m_flNextLBYUpdateTime = g_pGameGlobals->m_flCurtime + 1.1f;
info.m_bBreakLby = true;
*m_bChokeTick = false;//choke our flick m_bChokeTick = g_sendpacket we can just do this the norm way if u want
}
// pre-flick to our fake just before our lby update
else if (m_flBreakTime(1)) {
//code to be executed if the condition 1 is false and condition2 is true
info.m_bpreBreak = true;
*m_bChokeTick = false;//choke our flick m_bChokeTick = g_sendpacket we can just do this the norm way if u want
}
//make sure to run our real before we do our lby / preflick // u dont need to do this if we dont want to
else if (m_flBreakTime(2)) {
//code to be executed if the condition 1 is false and condition 2 is false and condition3 is true
*m_bChokeTick = true;
}
}
}
struct desync_info_t {
int curtime, command_number;
float m_flMindelta, m_flMaxdelta;
float m_flNextLBYUpdateTime = 0.f;
bool m_bBreakLby;
bool m_bpreBreak;
std::array<CUserCmd*, 150> cmds;
} info;
inline bool m_flBreakTime(int time_ahead) const { return (g_pGameGlobals->m_flCurtime + ticks_to_time(time_ahead) > info.m_flNextLBYUpdateTime); }
for pandora / supremacy
C++:
void HVH::PredictLbyUpdate()
{
//no point running this if we are dead ore in freeztime
if (!g_cl.m_processing || g_csgo.m_gamerules->m_bFreezePeriod())
return;
auto m_flState = g_cl.m_local->m_PlayerAnimState();
if (!m_flState)
return;
//we cant update our lby while we in air so no point trying to
//also our lbu updates constently while we in air or move
if (!(g_cl.m_local->m_fFlags() & FL_ONGROUND))
return;
//this is not moving lby breaker it constently add m_flCurtime + 0.22f to our nextlby update
//so when we stop our lby timer is 0.22f while csgo stop lby update is 0.22f
if (m_flState->m_velocity > 0.1f || fabs(m_flState->flUpVelocity) > 100.f)
info.m_flNextLBYUpdateTime = g_csgo.m_globals->m_curtime + 0.22f;
else
{
//we are not moving so our lby update be m_flCurtime + 1.1f
//but if we just stopped our lby update be m_flCurtime + 0.22f
if (m_flBreakTime(0)) {// break our lby
//code to be executed if condition 1 is true
info.m_flNextLBYUpdateTime = g_csgo.m_globals->m_curtime + 1.1f;
info.m_bBreakLby = true;
*g_cl.m_packet = false;//choke our flick m_bChokeTick = g_sendpacket we can just do this the norm way if u want
}
// pre-flick to our fake just before our lby update
else if (m_flBreakTime(1)) {
//code to be executed if the condition 1 is false and condition2 is true
info.m_bpreBreak = true;
*g_cl.m_packet = false;//choke our flick m_bChokeTick = g_sendpacket we can just do this the norm way if u want
}
//make sure to run our real before we do our lby / preflick // u dont need to do this if we dont want to
else if (m_flBreakTime(2)) {
//code to be executed if the condition 1 is false and condition 2 is false and condition3 is true
*g_cl.m_packet = true;
}
}
}
struct desync_info_t {
int curtime, command_number;
float m_flMindelta, m_flMaxdelta;
float m_flNextLBYUpdateTime = 0.f;
bool m_bBreakLby;
bool m_bpreBreak;
std::array<CUserCmd*, 150> cmds;
} info;
inline bool m_flBreakTime(int time_ahead) const { return (g_csgo.m_globals->m_curtime + game::TICKS_TO_TIME(time_ahead) > info.m_flNextLBYUpdateTime); }
C++:
void CMAntiAim::PredictLbyUpdate()
{
//no point running this if we are dead ore in freeztime
if (!csgo->local->isAlive() || csgo->game_rules->IsFreezeTime())
return;
auto m_flState = csgo->local->GetPlayerAnimState();
if (!m_flState)
return;
//we cant update our lby while we in air so no point trying to
//also our lbu updates constently while we in air or move
if (!(csgo->local->GetFlags() & FL_ONGROUND))
return;
//this is not moving lby breaker it constently add m_flCurtime + 0.22f to our nextlby update
//so when we stop our lby timer is 0.22f while csgo stop lby update is 0.22f
if (m_flState->m_velocity > 0.1f || fabs(m_flState->flUpVelocity) > 100.f)
info.m_flNextLBYUpdateTime = interfaces.global_vars->curtime + 0.22f;
else
{
//we are not moving so our lby update be m_flCurtime + 1.1f
//but if we just stopped our lby update be m_flCurtime + 0.22f
if (m_flBreakTime(0)) {// break our lby
//code to be executed if condition 1 is true
info.m_flNextLBYUpdateTime = interfaces.global_vars->curtime + 1.1f;
info.m_bBreakLby = true;
csgo->send_packet = false;//choke our flick m_bChokeTick = g_sendpacket we can just do this the norm way if u want
}
// pre-flick to our fake just before our lby update
else if (m_flBreakTime(1)) {
//code to be executed if the condition 1 is false and condition2 is true
info.m_bpreBreak = true;
csgo->send_packet = false;//choke our flick m_bChokeTick = g_sendpacket we can just do this the norm way if u want
}
//make sure to run our real before we do our lby / preflick // u dont need to do this if we dont want to
else if (m_flBreakTime(2)) {
//code to be executed if the condition 1 is false and condition 2 is false and condition3 is true
csgo->send_packet = true;
}
}
}
struct desync_info_t {
int curtime, command_number;
float m_flMindelta, m_flMaxdelta;
float m_flNextLBYUpdateTime = 0.f;
bool m_bBreakLby;
bool m_bpreBreak;
std::array<CUserCmd*, 150> cmds;
} info;
inline bool m_flBreakTime(int time_ahead) const { return (interfaces.global_vars->curtime + TICKS_TO_TIME(time_ahead) > info.m_flNextLBYUpdateTime); }
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