Вопрос Help fix pls

Kodit izke
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
здрасте я недопастер хелпаните фиксануть, сурс пандоры, в ресольвер.cpp написан что нужен фикс:

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;
    }
}
Заранее спасибо
 
Эксперт
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здрасте я недопастер хелпаните фиксануть, сурс пандоры, в ресольвер.cpp написан что нужен фикс:

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;
    }
}
Заранее спасибо
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Kodit izke
Забаненный
Статус
Оффлайн
Регистрация
9 Авг 2020
Сообщения
741
Реакции[?]
243
Поинты[?]
7K
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Kodit izke
Забаненный
Статус
Оффлайн
Регистрация
9 Авг 2020
Сообщения
741
Реакции[?]
243
Поинты[?]
7K
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
я дебил
Эксперт
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Регистрация
9 Мар 2020
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здрасте я недопастер хелпаните фиксануть, сурс пандоры, в ресольвер.cpp написан что нужен фикс:

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;
    }
}
Заранее спасибо
как там с gameware и с magma.js?
 
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