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Исходник Ресольвер для LW

  • Автор темы Автор темы layzonx
  • Дата начала Дата начала
yoo bro, i see a big paster)()
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29 Июл 2019
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Всем привет, держите ресольвер на лв, если что-то не так говорите, я попытаюсь исправить(и да там все не так)
говнокод down |



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 flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float ApproachAngle(float target, float value, float speed)
{
    target = flAngleMod(target);
    value = flAngleMod(value);

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180)
        delta += 360;
    else if (delta > 180)
        delta -= 360;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}

void resolver::resolve_yaw()
{
    AnimationLayer animlayers[15];
    AnimationLayer moveLayers[3][15];
    memcpy(moveLayers, player->get_animlayers(), sizeof(AnimationLayer) * 15);

    auto animstate = player->get_animation_state();
    auto speed = player->m_vecVelocity().Length2D();

    if (speed <= 1.1f) // проверка велосити
    {
        auto delta = math::AngleDiff(player->m_angEyeAngles().y, animstate->m_flGoalFeetYaw);

        if (abs(delta) > 35)
        {
            resolving_way = delta > 0 ? -1 : 1;
        }
        else
        {
          resolving_way =
(math::normalize_yaw(ApproachAngle(
                player_record->lby,
                original_goal_feet_yaw,
                animstate->m_flUpdateTimeDelta * 100.0f)) - original_goal_feet_yaw)  > 0 ? 1 : -1;
        }
    }

    else if (!int(animlayers[12].m_flWeight * 1000.f)) // это нужно)()
    {
        if (int(animlayers[6].m_flWeight * 1000.f) == int(animlayers[6].m_flWeight * 1000.f)) // layer[6]
        {
            float delta1 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); // left
            float delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // middle
            float delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right

            if (delta1 < delta2 || delta3 <= delta2 || (int)(float)(delta2 * 1000.0f))
            {
                if (delta1 >= delta3 && delta2 > delta3 && !(int)(float)(delta3 * 1000.0f))
                {
                    resolving_way = 1; // Right
                }
            }
            else
            {
                resolving_way = -1; // Left
            }

            float last_delta1 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); // middle
            float last_delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // left
            float last_delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right


            last_delta1 = delta1;
            last_delta2 = delta2;
            last_delta3 = delta3;

            {
                if (last_delta2 > 0 || last_delta3 > 0)
                {
                    float delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // left
                    float delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right

                    if (delta2 < last_delta2 && delta3 >= last_delta3)
                    {
                        resolving_way = -1; // Left
                    }
                    else if (delta3 < delta2 || last_delta3 < last_delta2)
                    {
                        resolving_way = 1; // Right
                    }
                }
            }
        }


        if (g_ctx.globals.missed_shots[player->EntIndex()] == 0)
        {
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 35.f * resolving_way);

        }
        else
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 5)
            {
                    case 0:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f * resolving_way);
                        break;
                    case 1:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 35.f * resolving_way);
                        break;
                    case 2:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f * resolving_way);
                        break;
                    case 3:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 35.f * resolving_way);
                        break;
                    case 4:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y);
                        break;
     
            }

        }


     
    }
}

float resolver::resolve_pitch()
{
    return original_pitch;
}
 
Всем привет, держите ресольвер на лв, если что-то не так говорите, я попытаюсь исправить(и да там все не так)
говнокод down |



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 flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float ApproachAngle(float target, float value, float speed)
{
    target = flAngleMod(target);
    value = flAngleMod(value);

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180)
        delta += 360;
    else if (delta > 180)
        delta -= 360;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}

void resolver::resolve_yaw()
{
    AnimationLayer animlayers[15];
    AnimationLayer moveLayers[3][15];
    memcpy(moveLayers, player->get_animlayers(), sizeof(AnimationLayer) * 15);

    auto animstate = player->get_animation_state();
    auto speed = player->m_vecVelocity().Length2D();

    if (speed <= 1.1f) // проверка велосити
    {
        auto delta = math::AngleDiff(player->m_angEyeAngles().y, animstate->m_flGoalFeetYaw);

        if (abs(delta) > 35)
        {
            resolving_way = delta > 0 ? -1 : 1;
        }
        else
        {
          resolving_way =
(math::normalize_yaw(ApproachAngle(
                player_record->lby,
                original_goal_feet_yaw,
                animstate->m_flUpdateTimeDelta * 100.0f)) - original_goal_feet_yaw)  > 0 ? 1 : -1;
        }
    }

    else if (!int(animlayers[12].m_flWeight * 1000.f)) // это нужно)()
    {
        if (int(animlayers[6].m_flWeight * 1000.f) == int(animlayers[6].m_flWeight * 1000.f)) // layer[6]
        {
            float delta1 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); // left
            float delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // middle
            float delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right

            if (delta1 < delta2 || delta3 <= delta2 || (int)(float)(delta2 * 1000.0f))
            {
                if (delta1 >= delta3 && delta2 > delta3 && !(int)(float)(delta3 * 1000.0f))
                {
                    resolving_way = 1; // Right
                }
            }
            else
            {
                resolving_way = -1; // Left
            }

            float last_delta1 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); // middle
            float last_delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // left
            float last_delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right


            last_delta1 = delta1;
            last_delta2 = delta2;
            last_delta3 = delta3;

            {
                if (last_delta2 > 0 || last_delta3 > 0)
                {
                    float delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // left
                    float delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right

                    if (delta2 < last_delta2 && delta3 >= last_delta3)
                    {
                        resolving_way = -1; // Left
                    }
                    else if (delta3 < delta2 || last_delta3 < last_delta2)
                    {
                        resolving_way = 1; // Right
                    }
                }
            }
        }


        if (g_ctx.globals.missed_shots[player->EntIndex()] == 0)
        {
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 35.f * resolving_way);

        }
        else
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 5)
            {
                    case 0:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f * resolving_way);
                        break;
                    case 1:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 35.f * resolving_way);
                        break;
                    case 2:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f * resolving_way);
                        break;
                    case 3:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 35.f * resolving_way);
                        break;
                    case 4:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y);
                        break;
    
            }

        }


    
    }
}

float resolver::resolve_pitch()
{
    return original_pitch;
}
Мучиет главный вопрос вы батюшка умный или дурак нафига еще 1 тема
 
так сделай пожалуйста резольвер с сохранением сейф поинтами из мутини в легендвар
ок, я возьму мультипоинты из ппхуда запихну их в мутини удалю папку видвовс и сделаю ресольвер на легендтап для скикса фита
 
Код:
Expand Collapse Copy
if (_useBodyResolver)
        {
            desyncamount = _BodyResolveInfo->m_flDesyncDelta;
        }
        else
        {
            switch (CurrentRecord->m_iResolveSide)
            {
            case ResolveSides::NEGATIVE_60:
                desyncamount = -60.0f;
                break;
            case ResolveSides::POSITIVE_60:
                desyncamount = 60.0f;
                break;
            case ResolveSides::NEGATIVE_35:
                desyncamount = -35.0f;
                break;
            case ResolveSides::POSITIVE_35:
                desyncamount = 35.0f;
                break;
            };
            
            
            
            enum ResolveSides : int
{
    INVALID_RESOLVE_SIDE = -1,
    NONE,
    POSITIVE_35,
    NEGATIVE_35,
    POSITIVE_60,
    NEGATIVE_60,
    MAX_RESOLVE_SIDES
};

после брута аним лейра сделай хоть проверку что не попадаешь
 
Очередной пост с крутым резольвером под лв, так ещё прямиком из самого в2 (ОГО). Ну я в шоке, чисто скитаю тап нахуй. Вам то самим не надоело в день по 47 тем хуячить, как конвейера?
 
Очередной пост с крутым резольвером под лв, так ещё прямиком из самого в2 (ОГО). Ну я в шоке, чисто скитаю тап нахуй. Вам то самим не надоело в день по 47 тем хуячить, как конвейера?
им походу платят деньги а мы тут фигней маемся
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1607379451438.png

resolving way?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Всем привет, держите ресольвер на лв, если что-то не так говорите, я попытаюсь исправить(и да там все не так)
говнокод down |



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 flAngleMod(float flAngle)
{
    return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65535));
}

float ApproachAngle(float target, float value, float speed)
{
    target = flAngleMod(target);
    value = flAngleMod(value);

    float delta = target - value;

    // Speed is assumed to be positive
    if (speed < 0)
        speed = -speed;

    if (delta < -180)
        delta += 360;
    else if (delta > 180)
        delta -= 360;

    if (delta > speed)
        value += speed;
    else if (delta < -speed)
        value -= speed;
    else
        value = target;

    return value;
}

void resolver::resolve_yaw()
{
    AnimationLayer animlayers[15];
    AnimationLayer moveLayers[3][15];
    memcpy(moveLayers, player->get_animlayers(), sizeof(AnimationLayer) * 15);

    auto animstate = player->get_animation_state();
    auto speed = player->m_vecVelocity().Length2D();

    if (speed <= 1.1f) // проверка велосити
    {
        auto delta = math::AngleDiff(player->m_angEyeAngles().y, animstate->m_flGoalFeetYaw);

        if (abs(delta) > 35)
        {
            resolving_way = delta > 0 ? -1 : 1;
        }
        else
        {
          resolving_way =
(math::normalize_yaw(ApproachAngle(
                player_record->lby,
                original_goal_feet_yaw,
                animstate->m_flUpdateTimeDelta * 100.0f)) - original_goal_feet_yaw)  > 0 ? 1 : -1;
        }
    }

    else if (!int(animlayers[12].m_flWeight * 1000.f)) // это нужно)()
    {
        if (int(animlayers[6].m_flWeight * 1000.f) == int(animlayers[6].m_flWeight * 1000.f)) // layer[6]
        {
            float delta1 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); // left
            float delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // middle
            float delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right

            if (delta1 < delta2 || delta3 <= delta2 || (int)(float)(delta2 * 1000.0f))
            {
                if (delta1 >= delta3 && delta2 > delta3 && !(int)(float)(delta3 * 1000.0f))
                {
                    resolving_way = 1; // Right
                }
            }
            else
            {
                resolving_way = -1; // Left
            }

            float last_delta1 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); // middle
            float last_delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // left
            float last_delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right


            last_delta1 = delta1;
            last_delta2 = delta2;
            last_delta3 = delta3;

            {
                if (last_delta2 > 0 || last_delta3 > 0)
                {
                    float delta2 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); // left
                    float delta3 = fabsf(animlayers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); // right

                    if (delta2 < last_delta2 && delta3 >= last_delta3)
                    {
                        resolving_way = -1; // Left
                    }
                    else if (delta3 < delta2 || last_delta3 < last_delta2)
                    {
                        resolving_way = 1; // Right
                    }
                }
            }
        }


        if (g_ctx.globals.missed_shots[player->EntIndex()] == 0)
        {
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 35.f * resolving_way);

        }
        else
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 5)
            {
                    case 0:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f * resolving_way);
                        break;
                    case 1:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 35.f * resolving_way);
                        break;
                    case 2:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f * resolving_way);
                        break;
                    case 3:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 35.f * resolving_way);
                        break;
                    case 4:
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y);
                        break;
    
            }

        }


    
    }
}

float resolver::resolve_pitch()
{
    return original_pitch;
}
так это ресольвер спащеный с других тем 0_о
 
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