Вопрос Ресольвер

yoo bro, i see a big paster)()
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Короче вот код ресольвера, что мог сделал, скажите что можно сделать чтобы стал лучше:
C++:
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;
    }
}


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 * 350); //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 * 60, dst3D + right * 60);
    interfaces.trace->TraceRay(ray2, MASK_SHOT, &filter, &tr);
    right_two = (tr.endpos - tr.startpos).Length();

    ray3.Init(src3D - right * 60, dst3D - right * 60);
    interfaces.trace->TraceRay(ray3, MASK_SHOT, &filter, &tr);
    left_two = (tr.endpos - tr.startpos).Length();

    if (left_two > right_two) {
        *side = -1;
    }
    else if (right_two > left_two) {
        *side = 1;
    }
    else
        *side = 0;
}

bool CResolver::DoesHaveJitter(IBasePlayer* player, int* new_side) {
    static float LastAngle[65];
    static int LastBrute[65];
    static bool Switch[65];
    static float LastUpdateTime[65];

    int i = player->GetIndex();

    float CurrentAngle = player->GetEyeAngles().y;
    if (!Math::IsNearEqual(CurrentAngle, LastAngle[i], 30.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 = { (60 * sin(DEG2RAD(angToLocal))),(60 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side2 = { (60 * sin(DEG2RAD(angToLocal + 180))) ,(60 * cos(DEG2RAD(angToLocal + 180))) };

        Vector Origin = player->GetOrigin();

        Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };
        
        for (int side = 0; side < 2; side++)
        {
            Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x,  Origin.y - OriginLeftRight[side].y , Origin.z + 90 };
            
            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;
            }
        }
    }
}


void CResolver::Do(IBasePlayer* player) {
    auto animstate = player->GetPlayerAnimState();
    if (!animstate)
        return;
    animstate->m_flGoalFeetYaw = GetAngle(player);
    if (!csgo->local->isAlive())
        return;
    if (!vars.ragebot.resolver)
        return;

    if (player->GetChokedPackets() <= 1)
        return;

    int idx = player->GetIndex();

    if (player->GetPlayerInfo().fakeplayer)
        return;

    if (!(player->GetFlags() & FL_ONGROUND))
        return;

    if (player->GetAnimOverlay(13)->m_flWeight + 14.25092419f > 0.54)
    {
        if (player->GetAnimOverlay(3)->m_flCycle > 0.12)
        {
            if (player->GetAnimOverlay(13)->m_flCycle > 0.43)
            {
                return;
            }
        }
    }

    float angle = GetAngle(player);

    auto record = g_Animfix->get_latest_firing_animation(player);
    if (record.has_value() && record.value()->player != csgo->local)
        return;

    int new_side = 0;
    float desync_delta = 30.f;

    if (DoesHaveJitter(player, &new_side))
    {
        ResolverMode[idx] = "jitter";
        switch (csgo->missedshots[idx] % 2) {
        case 0:
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + desync_delta * new_side);
            break;
        case 1:
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - desync_delta * new_side);
            break;
        }
    }
    else
    {
        if (csgo->missedshots[idx] == 0)
        {
            ResolverMode[idx] = "freestand";
            animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + (-desync_delta) * FreestandSide[idx]);
        }
        else
        {
            switch (csgo->missedshots[idx] % 3)
            {
            case 0:
                animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + desync_delta * FreestandSide[idx]);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle + desync_delta);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = Math::NormalizeYaw(angle - desync_delta * -FreestandSide[idx]);
                break;
            }
            ResolverMode[idx] = "bruteforce";
        }
    }

    animstate->m_flGoalFeetYaw = Math::NormalizeYaw(animstate->m_flGoalFeetYaw);
}
 
бос рунета
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это же деф ресольвер веаве bruh
ты просто изменил некоторые значения
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.

if (record.has_value() && record.value()->player != csgo->local)
return;


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а так, ну, максимум че сделать можно это удалить эту залупу, как и выше сказали - деф рес с измененными значениями и ресольв модом, усе
p.s. еще детект джиттеров откровенно какашка, зач расскомментил хз ()____o
 
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