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Rainbow player chams, wireframe hands src, antiaims, resolver [ayyware]

  • Автор темы Автор темы haxen
  • Дата начала Дата начала
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Забаненный
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Оффлайн
Регистрация
23 Мар 2017
Сообщения
38
Реакции
18
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
#1 chams
else if (ChamsStyle == 2 && strstr(ModelName, "models/player"))
{
IMaterial *covered = 1 ? CoveredLit : CoveredFlat;
IMaterial *open = 1 ? OpenLit : OpenFlat;
IClientEntity* pLocal = (IClientEntity*)Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
if (pLocal/* && (!Menu::Window.VisualsTab.FiltersEnemiesOnly.GetState() || pModelEntity->GetTeamNum() != pLocal->GetTeamNum())*/)
{
static int counter = 0;
static float colors[3] = { 1.f, 0.f, 0.f };

if (colors[counter] >= 1.0f)
{
colors[counter] = 1.0f;
counter += 1;
if (counter > 2)
counter = 0;
}
else
{
int prev = counter - 1;
if (prev < 0) prev = 2;
colors[prev] -= 0.005f;
colors[counter] += 0.005f;
}
static int counter2 = 0;
static float colors2[3] = { 1.f, 0.f, 0.f };

if (colors2[counter2] >= 1.0f)
{
colors2[counter2] = 1.0f;
counter += 1;
if (counter > 2)
counter = 0;
}
else
{
int prev2 = counter2 - 1;
if (prev2 < 0) prev2 = 2;
colors2[prev2] -= 0.004f;
colors2[counter2] += 0.004f;
}

if (pLocal/* && (!Menu::Window.VisualsTab.FiltersEnemiesOnly.GetState() || pModelEntity->GetTeamNum() != pLocal->GetTeamNum())*/)
{
if (pModelEntity)
{
if (local)
{
if (pModelEntity->IsAlive() && pModelEntity->GetHealth() > 0)
{
float chams_alpha = 0.9f;

if (pModelEntity->HasGunGameImmunity())
chams_alpha = 0.5f;

Interfaces::RenderView->SetColorModulation(colors2);
Interfaces::RenderView->SetBlend(1.0f);
Interfaces::ModelRender->ForcedMaterialOverride(open);
oDrawModelExecute(thisptr, ctx, state, pInfo, pCustomBoneToWorld);

Interfaces::RenderView->SetColorModulation(colors);
Interfaces::RenderView->SetBlend(chams_alpha);
Interfaces::ModelRender->ForcedMaterialOverride(covered);
oDrawModelExecute(thisptr, ctx, state, pInfo, pCustomBoneToWorld);
}
}
}
}
}
}


#2 wireframe chams
if (Menu::Window.VisualsTab.OtherNoHands.GetIndex() == 1 && strstr(ModelName, "arms"))
{
IClientEntity* pLocal = (IClientEntity*)Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());
static IMaterial* Wireframe = CreateMaterial(true, false, true);
IMaterial *wireframedcovered = 1 ? Wireframe : Wireframe;
IMaterial *wireframedopen = 1 ? Wireframe : Wireframe;
if (pLocal)
{
if (pLocal->IsAlive())
{
int alpha = pLocal->HasGunGameImmunity() ? 150 : 255;

if (pLocal->GetTeamNum() == 2)
color.SetColor(255, 255, 255, alpha);
else
color.SetColor(255, 255, 255, alpha);

ForceMaterial(color, wireframedcovered);
oDrawModelExecute(thisptr, ctx, state, pInfo, pCustomBoneToWorld);

if (pLocal->GetTeamNum() == 2)
color.SetColor(255, 255, 255, alpha);
else
color.SetColor(255, 255, 255, alpha);
}
else
{
color.SetColor(0, 255, 0, 255);
}

ForceMaterial(color, wireframedopen);
}
}

a few antiaims
void Backwardjitter(CUserCmd *pCmd)
{
static int jitterangle = 0;
static bool sendpackets = false;
static bool bSendPacket = true;
if (sendpackets)
{
bSendPacket = true;
if (jitterangle)
{
pCmd->viewangles.y -= 145.0f;
jitterangle = false;
}
else
{
pCmd->viewangles.y -= 215.0f;
jitterangle = true;
}
sendpackets = false;
}
else
{
bSendPacket = false;
pCmd->viewangles.y -= 360.0f;
sendpackets = true;
}
}

void SidewaysJitter(CUserCmd *pCmd)
{
static int jitterswitch = 0;

if (jitterswitch)
{
pCmd->viewangles.y += 90.0;
jitterswitch = false;
}
else
{
pCmd->viewangles.y -= 90.0;

jitterswitch = true;
}
}

void FakeJitter(CUserCmd* pCmd, bool &bSendPacket)
{
Vector vMove(pCmd->forwardmove, pCmd->sidemove, pCmd->upmove);
float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
Vector vMove2;
Vector vRealView(pCmd->viewangles);

static int jitterangle = 0;

if (jitterangle <= 1)
{
pCmd->viewangles.x = 88;
pCmd->viewangles.y += 90;
}
else if (jitterangle > 1 && jitterangle <= 3)
{
pCmd->viewangles.x = 88;
pCmd->viewangles.y -= 90;
}

static int iChoked = -1;
iChoked++;
{
bSendPacket = false;
if (jitterangle <= 1)
{
pCmd->viewangles.y += 180;
jitterangle += 1;
}
else if (jitterangle > 1 && jitterangle <= 3)
{
pCmd->viewangles.y -= 180;
jitterangle += 1;
}
else
{
jitterangle = 0;
}
}
}
void JitterLowerbody(CUserCmd* cmd, bool& packet)
{
static bool ySwitch;
static bool jbool;
static bool jboolt;
ySwitch = !ySwitch;
jbool = !jbool;
jboolt = !jbool;
if (ySwitch)
{
if (jbool)
{
if (jboolt)
{
cmd->viewangles.y = hackManager.pLocal()->GetLowerBodyYaw() - 90.f;
packet = false;
}
else
{
cmd->viewangles.y = hackManager.pLocal()->GetLowerBodyYaw() + 90.f;
packet = false;
}
}
else
{
if (jboolt)
{
cmd->viewangles.y = hackManager.pLocal()->GetLowerBodyYaw() - 125.f;
packet = false;
}
else
{
cmd->viewangles.y = hackManager.pLocal()->GetLowerBodyYaw() + 125.f;
packet = false;
}
}
}
else
{
cmd->viewangles.y = hackManager.pLocal()->GetLowerBodyYaw();
packet = true;
}
}

void FakeJitterSynced(CUserCmd* pCmd, bool& bSendPacket)
{
static bool flip;
flip = !flip;
if (pCmd->command_number % 3)
{
if (flip)
{
pCmd->viewangles.y = pCmd->viewangles.y + 200.0;
bSendPacket = false;
}
else
{
pCmd->viewangles.y = pCmd->viewangles.y - 200.0;
bSendPacket = true;
}
}
}

and shitty resolver pasted from idk from

if (Menu::Window.RageBotTab.AccuracyAutoResolver.GetIndex() == 5 && eyeAngles->y != pEntity->GetLowerBodyYaw())
{
int value = (iSmart) % 13;
switch (value) {
case 0: eyeAngles->y += 0.0f; break;
case 1: eyeAngles->y += 10; break;
case 2: eyeAngles->y += 20; break;
case 3: eyeAngles->y += 30; break;
case 4: eyeAngles->y += 40; break;
case 5: eyeAngles->y += 50; break;
case 6: eyeAngles->y += 60; break;
case 7: eyeAngles->y += 70; break;
case 8: eyeAngles->y += 80; break;
case 9: eyeAngles->y += 90; break;
case 10: eyeAngles->y += 100; break;
case 11: eyeAngles->y += 110; break;
case 12: eyeAngles->y += 120; break;
case 13: eyeAngles->y += 130; break;
case 14: eyeAngles->y += 140; break;
case 15: eyeAngles->y += 150; break;
case 16: eyeAngles->y += 160; break;
case 17: eyeAngles->y += 170; break;
case 18: eyeAngles->y += 180; break;
case 19: eyeAngles->y += 190; break;
case 20: eyeAngles->y += 200; break;
case 21: eyeAngles->y += 210; break;
case 22: eyeAngles->y += 220; break;
case 23: eyeAngles->y += 230; break;
case 24: eyeAngles->y += 240; break;
case 25: eyeAngles->y += 250; break;
case 26: eyeAngles->y += 260; break;
case 27: eyeAngles->y += 270; break;
case 28: eyeAngles->y += 280; break;
case 29: eyeAngles->y += 290; break;
case 30: eyeAngles->y += 300; break;
case 31: eyeAngles->y += 310; break;
case 32: eyeAngles->y += 320; break;
case 33: eyeAngles->y += 330; break;
case 34: eyeAngles->y += 340; break;
case 35: eyeAngles->y += 350; break;
case 36: eyeAngles->y += 360; break;
case 37: eyeAngles->y += 0.0f; break;
case 38: eyeAngles->y -= 10; break;
case 39: eyeAngles->y -= 20; break;
case 40: eyeAngles->y -= 30; break;
case 41: eyeAngles->y -= 40; break;
case 42: eyeAngles->y -= 50; break;
case 43: eyeAngles->y -= 60; break;
case 44: eyeAngles->y -= 70; break;
case 45: eyeAngles->y -= 80; break;
case 46: eyeAngles->y -= 90; break;
case 47: eyeAngles->y -= 100; break;
case 48: eyeAngles->y -= 110; break;
case 49: eyeAngles->y -= 120; break;
case 50: eyeAngles->y -= 130; break;
case 51: eyeAngles->y -= 140; break;
case 52: eyeAngles->y -= 150; break;
case 53: eyeAngles->y -= 160; break;
case 54: eyeAngles->y -= 170; break;
case 55: eyeAngles->y -= 180; break;
case 56: eyeAngles->y -= 190; break;
case 57: eyeAngles->y -= 200; break;
case 58: eyeAngles->y -= 210; break;
case 59: eyeAngles->y -= 220; break;
case 60: eyeAngles->y -= 230; break;
case 61: eyeAngles->y -= 240; break;
case 62: eyeAngles->y -= 250; break;
case 63: eyeAngles->y -= 260; break;
case 64: eyeAngles->y -= 270; break;
case 65: eyeAngles->y -= 280; break;
case 66: eyeAngles->y -= 290; break;
case 67: eyeAngles->y -= 300; break;
case 68: eyeAngles->y -= 310; break;
case 69: eyeAngles->y -= 320; break;
case 70: eyeAngles->y -= 330; break;
case 71: eyeAngles->y -= 340; break;
case 72: eyeAngles->y -= 350; break;
case 73: eyeAngles->y -= 360; break;
if (jitter)
eyeAngles->y += 90;
else
eyeAngles->y + 90;
break;
if (jitter)
eyeAngles->y -= 90;
else
eyeAngles->y = -90;
break;
}


position adjustment
void CRageBot::PositionAdjustment(CUserCmd* pCmd)
{
static ConVar* cvar_cl_interp = Interfaces::CVar->FindVar("cl_interp");
static ConVar* cvar_cl_updaterate = Interfaces::CVar->FindVar("cl_updaterate");
static ConVar* cvar_sv_maxupdaterate = Interfaces::CVar->FindVar("sv_maxupdaterate");
static ConVar* cvar_sv_minupdaterate = Interfaces::CVar->FindVar("sv_minupdaterate");
static ConVar* cvar_cl_interp_ratio = Interfaces::CVar->FindVar("cl_interp_ratio");

IClientEntity* pLocal = hackManager.pLocal();

if (!pLocal)
return;

CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntityFromHandle(hackManager.pLocal()->GetActiveWeaponHandle());
if (!pWeapon)
return;

float cl_interp = cvar_cl_interp->GetFloat();
int cl_updaterate = cvar_cl_updaterate->GetInt();
int sv_maxupdaterate = cvar_sv_maxupdaterate->GetInt();
int sv_minupdaterate = cvar_sv_minupdaterate->GetInt();
int cl_interp_ratio = cvar_cl_interp_ratio->GetInt();

if (sv_maxupdaterate <= cl_updaterate)
cl_updaterate = sv_maxupdaterate;

if (sv_minupdaterate > cl_updaterate)
cl_updaterate = sv_minupdaterate;

float new_interp = (float)cl_interp_ratio / (float)cl_updaterate;

if (new_interp > cl_interp)
cl_interp = new_interp;

float flSimTime = pLocal->GetSimulationTime();
float flOldAnimTime = pLocal->GetAnimTime();

int iTargetTickDiff = (int)(0.5f + (flSimTime - flOldAnimTime) / Interfaces::Globals->interval_per_tick);

int result = (int)floorf(TIME_TO_TICKS(cl_interp)) + (int)floorf(TIME_TO_TICKS(pLocal->GetSimulationTime()));

if ((result - pCmd->tick_count) >= -50)
{
pCmd->tick_count = result;
}
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Резольвер просто пиздец какой топовый
Я всех с ним тапаю
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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