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Резолер для пастеров

  • Автор темы Автор темы s0ftic
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27 Окт 2019
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я конечно всё понимаю но это резолер все равно лучше чем вы пастите!(НЕ ТОП)

[Пометка для пастеров]
Резольвер надо вызывать в FRAME_NET_UPDATE_POSTDATAUPDATE_START

C++:
Expand Collapse Copy
#include "animation_system.h"
#include "..\ragebot\aim.h"

void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
    original_pitch = math::normalize_pitch(pitch);
}

void resolver::reset()
{
    player = nullptr;
    player_record = nullptr;

    side = false;
    fake = false;

    was_first_bruteforce = false;
    was_second_bruteforce = false;

    original_goal_feet_yaw = 0.0f;
    original_pitch = 0.0f;
}

float NormalizeFloats(float srcAngle, float distAngle)
{
    float difference; // xmm1_4

    for (; srcAngle > 180.0; srcAngle = srcAngle - 360.0)
        ;
    for (; srcAngle < -180.0; srcAngle = srcAngle + 360.0)
        ;
    for (; distAngle > 180.0; distAngle = distAngle - 360.0)
        ;
    for (; distAngle < -180.0; distAngle = distAngle + 360.0)
        ;
    for (difference = distAngle - srcAngle; difference > 180.0; difference = difference - 360.0)
        ;
    for (; difference < -180.0; difference = difference + 360.0)
        ;
    return difference;
}

float NormalizeFloat(float& srcAngle)
{
    for (; srcAngle > 180.0; srcAngle = srcAngle - 360.0)
        ;
    for (; srcAngle < -180.0; srcAngle = srcAngle + 360.0)
        ;

    return srcAngle;
}

float dif(float a, float b)
{
    float v1 = fabs(a - b);
    return v1;
}

float MaxYawModificator(player_t* enemy)
{
    auto animstate = enemy->get_animation_state();

    if (!animstate)
        return 0.0f;

    auto speedfactor = math::clamp(animstate->m_flFeetSpeedForwardsOrSideWays, 0.0f, 1.0f);
    auto avg_speedfactor = (animstate->m_flStopToFullRunningFraction * -0.3f - 0.2f) * speedfactor + 1.0f;

    auto duck_amount = animstate->m_fDuckAmount;

    if (duck_amount)
    {
        auto max_velocity = math::clamp(animstate->m_flFeetSpeedUnknownForwardOrSideways, 0.0f, 1.0f);
        auto duck_speed = duck_amount * max_velocity;

        avg_speedfactor += duck_speed * (0.5f - avg_speedfactor);
    }

    return animstate->yaw_desync_adjustment() * avg_speedfactor;
}

void resolver::resolve_yaw()
{
    if (!g_ctx.local()->is_alive())
        return;

    for (int i = 1; i <= 64; i++)
    {
        auto player = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (!player->is_alive() && player != g_ctx.local())
            continue;

        auto playeranimstate = player->get_animation_state();
        auto localanimstate = g_ctx.local()->get_animation_state();
        float flMaxYawModifier = MaxYawModificator(player);
        float flMinYawModifier = playeranimstate->pad10[512];
        float eyeYaw = playeranimstate->m_flEyeYaw;
        float feetyaw = playeranimstate->m_flGoalFeetYaw;
        float eye_feet_delta = fabs(eyeYaw - feetyaw);
        int m_side = 2 * (NormalizeFloats(eyeYaw, feetyaw) <= 0.0) - 1;
        eye_feet_delta = NormalizeFloat(eye_feet_delta);
        float YawModificator = 0.f;
      

        if(g_ctx.globals.missed_shots[player->EntIndex()] > 1)
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
             case 0: player->m_angEyeAngles().y += 22 * m_side; break;
             case 1: player->m_angEyeAngles().y += 58 * m_side; break;
            }
        }
        else
        {
            if (player->m_vecVelocity().Length2D() > 200)
            {
                YawModificator = fabs(flMinYawModifier);
            }
            else
            {
                if (eye_feet_delta <= fabs(flMaxYawModifier))
                {
                    if (fabs(flMinYawModifier) > eye_feet_delta)
                    {
                        YawModificator = fabs(flMinYawModifier) + eyeYaw;
                    }
                }
                else
                {
                    YawModificator = eyeYaw - fabs(flMaxYawModifier);
                }
            }

            if(m_side != 0 && YawModificator != 0)
               player->m_angEyeAngles().y += YawModificator * m_side;
        }
    }
}


float resolver::resolve_pitch()
{
    return original_pitch;
}
 
Последнее редактирование:
я конечно всё понимаю но это резолер все равно лучше чем вы пастите!(НЕ ТОП)

C++:
Expand Collapse Copy
#include "animation_system.h"
#include "..\ragebot\aim.h"

void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
    original_pitch = math::normalize_pitch(pitch);
}

void resolver::reset()
{
    player = nullptr;
    player_record = nullptr;

    side = false;
    fake = false;

    was_first_bruteforce = false;
    was_second_bruteforce = false;

    original_goal_feet_yaw = 0.0f;
    original_pitch = 0.0f;
}

float NormalizeFloats(float srcAngle, float distAngle)
{
    float difference; // xmm1_4

    for (; srcAngle > 180.0; srcAngle = srcAngle - 360.0)
        ;
    for (; srcAngle < -180.0; srcAngle = srcAngle + 360.0)
        ;
    for (; distAngle > 180.0; distAngle = distAngle - 360.0)
        ;
    for (; distAngle < -180.0; distAngle = distAngle + 360.0)
        ;
    for (difference = distAngle - srcAngle; difference > 180.0; difference = difference - 360.0)
        ;
    for (; difference < -180.0; difference = difference + 360.0)
        ;
    return difference;
}

float NormalizeFloat(float& srcAngle)
{
    for (; srcAngle > 180.0; srcAngle = srcAngle - 360.0)
        ;
    for (; srcAngle < -180.0; srcAngle = srcAngle + 360.0)
        ;

    return srcAngle;
}

float dif(float a, float b)
{
    float v1 = fabs(a - b);
    return v1;
}

float MaxYawModificator(player_t* enemy)
{
    auto animstate = enemy->get_animation_state();

    if (!animstate)
        return 0.0f;

    auto speedfactor = math::clamp(animstate->m_flFeetSpeedForwardsOrSideWays, 0.0f, 1.0f);
    auto avg_speedfactor = (animstate->m_flStopToFullRunningFraction * -0.3f - 0.2f) * speedfactor + 1.0f;

    auto duck_amount = animstate->m_fDuckAmount;

    if (duck_amount)
    {
        auto max_velocity = math::clamp(animstate->m_flFeetSpeedUnknownForwardOrSideways, 0.0f, 1.0f);
        auto duck_speed = duck_amount * max_velocity;

        avg_speedfactor += duck_speed * (0.5f - avg_speedfactor);
    }

    return animstate->yaw_desync_adjustment() * avg_speedfactor;
}

void resolver::resolve_yaw()
{
    if (!g_ctx.local()->is_alive())
        return;

    for (int i = 1; i <= 64; i++)
    {
        auto player = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (!player->is_alive() && player != g_ctx.local())
            continue;

        auto playeranimstate = player->get_animation_state();
        auto localanimstate = g_ctx.local()->get_animation_state();
        float flMaxYawModifier = MaxYawModificator(player);
        float flMinYawModifier = playeranimstate->pad10[512];
        float eyeYaw = playeranimstate->m_flEyeYaw;
        float feetyaw = playeranimstate->m_flGoalFeetYaw;
        float eye_feet_delta = fabs(eyeYaw - feetyaw);
        int m_side = 2 * (NormalizeFloats(eyeYaw, feetyaw) <= 0.0) - 1;
        eye_feet_delta = NormalizeFloat(eye_feet_delta);
        float YawModificator = 0.f;
       

        if(g_ctx.globals.missed_shots[player->EntIndex()] > 1)
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
             case 1: player->m_angEyeAngles().y += 22 * m_side; break;
             case 2: player->m_angEyeAngles().y += 58 * m_side; break;
            }
        }
        else
        {
            if (player->m_vecVelocity().Length2D() > 200)
            {
                YawModificator = fabs(flMinYawModifier);
            }
            else
            {
                if (eye_feet_delta <= fabs(flMaxYawModifier))
                {
                    if (fabs(flMinYawModifier) > eye_feet_delta)
                    {
                        YawModificator = fabs(flMinYawModifier) + eyeYaw;
                    }
                }
                else
                {
                    YawModificator = eyeYaw - fabs(flMaxYawModifier);
                }
            }

            if(m_side != 0 && YawModificator != 0)
               player->m_angEyeAngles().y += YawModificator * m_side;
        }
    }
}


float resolver::resolve_pitch()
{
    return original_pitch;
}
thx, the best resolver
 
switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2) { case 1: player->m_angEyeAngles().y += 22 * m_side; break; case 2: player->m_angEyeAngles().y += 58 * m_side; break; }
Нет, я уж лучше говна поем зайдя в xy0 сурс, чем на это смотреть
 
резольвер в createmove
что
1607017916258.png
 
какой креатмув чел))))
как у тебя (int) % 2 == 2 ?
какой постдатаапдейт чел))
1. почитай как работаю кейсы. Ок
2. Я сказал "вызывай в FRAME_NET_UPDATE_POSTDATAUPDATE_START" (Для Слепых)
 
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