Исходник Lby breaker / with preflick lby [+spoonfeed info]

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add the struck and m_fkBreaktime in your .hpp
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); }
@coolcopjoe
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); }
for weave
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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im a retard paster help plz on here or my discord is jo$hy#8256
 
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if i im u should help me paste it i dont wana think its to soon
 
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you actually dont give a fuck about helping someone thats literally trying to improve his skills in coding, just how bad are you in this community lmao
 
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u are not trying to fix it at all yourself dud and when u do have it in u won't even know how to use it so
Пожалуйста, авторизуйтесь для просмотра ссылки.

how to use m_bpreBreak and
m_bBreakLby
C++:
if (m_bBreakLby)
{
   sendpacket = false;
   //viewangle crap
   m_bBreakLby = false;
}
 
C++
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u are not trying to fix it at all yourself dud and when u do have it in u won't even know how to use it so
Пожалуйста, авторизуйтесь для просмотра ссылки.


C++:
if (m_bBreakLby)
{
   sendpacket = false;
   //viewangle crap
   m_bBreakLby = false;
}
This might be a silly question, but it misled me as I have never seen such a switch before.
At what angle to subtract from the real one with m_bpreBreak. And with m_bBreakLby, given that there is m_bpreBreak.

I use in my hack with a normal lby breaker when updating the angle maxdesync ≈ 116 and this works fine, but what angles do I need to use with this lby breaker?
 
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This might be a silly question, but it misled me as I have never seen such a switch before.
At what angle to subtract from the real one with m_bpreBreak. And with m_bBreakLby, given that there is m_bpreBreak.

I use in my hack with a normal lby breaker when updating the angle maxdesync ≈ 116 and this works fine, but what angles do I need to use with this lby breaker?
120.f which i use and its fine, also you dont need to prebreak theres already tons of public lby code that is ready to be use of.
 
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This might be a silly question, but it misled me as I have never seen such a switch before.
At what angle to subtract from the real one with m_bpreBreak. And with m_bBreakLby, given that there is m_bpreBreak.

I use in my hack with a normal lby breaker when updating the angle maxdesync ≈ 116 and this works fine, but what angles do I need to use with this lby breaker?
for desync just do maxdesync * 2 or 120 and breaker just do opposite of desync now if u wanna do prebreak lby what
prebreak > all
cuz u can do your desyncand real in any angle under max u have to work out the angles yourself tho and i already spoon feed you what angle to flick to prebreak
 
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yo, could you help me out with the weave one? Like I wanna have opposite desync without flick, I know this will not allow it to flick, but how do I use it. Like change if (csgo->InLbyUpdate) to if (info.m_bBreakLby)? Help, thanks.
 
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