Kodit izke
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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
здрасте я недопастер хелпаните фиксануть, сурс пандоры, в ресольвер.cpp написан что нужен фикс:
Заранее спасибо
C++:
#include "../includes.h"
Resolver g_resolver{ };;
void Resolver::ResolveAngles(Player* player, LagComp::LagRecord_t* record) {
AimPlayer* data = &g_aimbot.m_players[player->index() - 1];
// НЕ ЕБУ ЗА НОУСПРИД, ТАК ШО ЕСЛИ ГОВНО ТО НЕ СУДИТЕ СТРОГО
if (!record->m_bDidShot) {
if (g_cfg[XOR("cheat_mode")].get<int>() == 1) {
switch (data->m_missed_shots % 2) {
case 0:
record->m_angEyeAngles.x = player->m_angEyeAngles().y = 58.f;
case 1:
record->m_angEyeAngles.x = player->m_angEyeAngles().y = -58.f;
break;
default:
break;
}
}
ResolveStand(data, record);
}
}
float GetLBYRotatedYaw(float lby, float yaw)
{
float delta = math::NormalizeYaw(yaw - lby);
if (fabs(delta) < 25.f)
return lby;
if (delta > 0.f)
return yaw + 25.f;
return yaw;
}
/*
bool Resolver::stopmoved(Player* pEntity)
{
for (int w = 0; w < 13; w++)
{
C_AnimationLayer currentLayer = pEntity->GetAnimLayers()[1]; // фикс нужен
const int activity = pEntity->GetSequenceActivity(currentLayer.m_sequence);
float flcycle = currentLayer.m_cycle, flprevcycle = currentLayer.m_prev_cycle, flweight = currentLayer.m_weight, flweightdatarate = currentLayer.m_weight_delta_rate;
uint32_t norder = currentLayer.m_order;
if (activity)
return true;
}
return false;
}
bool Resolver::lowlbyprediction(Player* pEntity) // нужен фикс
{
static float prediction = 0.f;
static bool secondrun = false;
float flServerTime = (float)pEntity->m_nTickBase() * g_csgo.m_globals()->m_interval_per_tick;
if ((pEntity) && !secondrun)
{
prediction = flServerTime + 0.22;
secondrun = true;
}
else if (pEntity->m_vecVelocity().Length2D() < 0.1f && secondrun && prediction <= pEntity->m_flSimulationTime())
{
prediction = pEntity->m_nTickBase() + 1.1f;
}
else//theyre moving
{
secondrun = false;
return false;
}
if (prediction <= pEntity->m_flSimulationTime())
{
return true;
}
return false;
}
void Resolver::DSYresolver(Player* pEntity)
{
if(XOR("rage_DSYresolver"))
for (int i = 0; i <= g_csgo.m_globals->m_max_clients; i++) {
if (!pEntity) continue;
if (!pEntity->alive())
continue;
if (pEntity->dormant())
continue;
/*if (pEntity->EyePosition() ? 58 : -58); //фиксить нужно нахуй, код в руки и вперед, а так без этого он работать не будет
}
}
*/
void Resolver::Logic(AimPlayer* data, Player* player, LagComp::LagRecord_t* record) // ну +- пойдет
{
if (!g_cfg[XOR("rage_aimbot_enabled")].get<bool>() || player->m_lifeState() == LIFE_DEAD || !player->enemy(g_cl.m_local))
int tilbake;
for (int i = 1; i <= g_csgo.m_cl->m_nMaxClients; i++)
{
if (!player || !player->alive() || player->dormant() || player == g_cl.m_local)
return;
auto feet_yaw = player->m_AnimOverlay()->m_cycle > 0.9f && player->m_AnimOverlay()->m_cycle > 0.9f && player->m_vecVelocity().length_2d() < 0.1f;
auto body_max_rotation = 60.f;
if (feet_yaw <= 60)
{
if (-60 > feet_yaw)
record->m_angEyeAngles.y == body_max_rotation + player->m_angEyeAngles().y;
}
else
{
record->m_angEyeAngles.y == body_max_rotation - player->m_angEyeAngles().y;
}
if (player->m_AnimOverlay()->m_cycle > 0, 9)
{
for (int resol_delta = 60.f; resol_delta < -60.f; resol_delta = resol_delta - 20.f)
{
record->m_angEyeAngles.y == resol_delta;
}
}
}
}
void Resolver::ResolveStand(AimPlayer* data, LagComp::LagRecord_t* record) {
CCSGOPlayerAnimState* pidor;
float max_rotation = record->m_pEntity->GetMaxBodyRotation();
// углы для брутфорса
float resolve_value = 60.f;
if (!record->m_pState)
return;
const auto info = g_anims.GetAnimationInfo(record->m_pEntity);
if (!info)
return;
float eye_yaw = record->m_pState->m_flEyeYaw;
if (max_rotation < resolve_value)
resolve_value = max_rotation;
data->m_extending = record->m_pLayers[3].m_cycle == 0.f && record->m_pLayers[3].m_weight == 0.f;
if (data->m_extending)
resolve_value = max_rotation;
if (record->m_bDidShot)
info->m_flBrute = Resolver::ResolveShot(data, record);
else {
float lbyt = record->m_pEntity->m_flLowerBodyYawTarget();
data->m_delta = std::abs(math::NormalizedAngle(eye_yaw - lbyt));
float resolve_yaw = ((data->m_delta < 0.f) ? resolve_value : resolve_value);
switch (data->m_missed_shots) { // ЛИБО МИСС ЛИБО ПОПАДАНИЕ 50 на 50
pidor->m_flGoalFeetYaw = pidor->m_flGoalFeetYaw -= 60.f;
if (data->m_missed_shots)
pidor->m_flGoalFeetYaw = pidor->m_flGoalFeetYaw = 60.f;
pidor->m_flGoalFeetYaw = remainderf(pidor->m_flGoalFeetYaw, 180.f);
}
switch (data->m_missed_shots % 2)
{
case 0:
info->m_flBrute = data->m_last_resolve = resolve_yaw;
break;
case 1:
info->m_flBrute = data->m_last_resolve -= resolve_yaw;
break;
}
}
info->m_flBrute = remainderf(eye_yaw, 180.f); // не ебу честно чо здесь я написал, но думаю это надо вырезать
}
bool Resolver::lby_prediction(Player* player, float oldlby[64], float lby, float speed) // не ебу работает или нет
{
static bool nextflick[64];
static float add_time[64];
const auto sim = player->m_flSimulationTime();
if (XOR("rage_LBYPREDICITON"))
return false;
{
for (auto i = 0; i < g_csgo.m_globals->m_max_clients; ++i)
{
if (oldlby[i] != lby && speed <= 0.1f)
{
add_time[i] = g_csgo.m_globals->m_interp_amt + 1.1f;
}
if (speed >= 0.1f)
{
add_time[i] = 0.22f;
nextflick[i] = sim + add_time[i];
}
if (sim >= nextflick[i] && speed <= 0.1f)
{
add_time[i] = 1.1f;
nextflick[i] = sim + add_time[i];
return true;
}
}
return false;
}
}
void Resolver::resolved_desync(bool* send_packets, CUserCmd* cmd) {
if (!send_packets) {
cmd->m_view_angles.y += 180.f;
}
else {
cmd->m_view_angles.y += 180.f + 58.f;
}
if (cmd->m_side_move < 3 && cmd->m_side_move > -3) {
static bool switch_ = false;
if (switch_)
cmd->m_side_move = 2;
else
cmd->m_side_move = -2;
switch_ = !switch_;
}
}
float Resolver::ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record) {
float flPseudoFireYaw = math::NormalizedAngle(math::CalcAngle(record->m_pMatrix[8].GetOrigin(), g_cl.m_local->m_BoneCache().m_pCachedBones[0].GetOrigin()).y);
if (data->m_extending) {
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
}
else {
float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 29.f)));
float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 29.f)));
return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
}
}