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Исходник Detect micro-movements (Not perfect)

Пользователь
Пользователь
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3 Янв 2020
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i tested this on opposite, normal and micromovements desyncs

it would only get triggered if they were using micromovements

btw there is a small anti past

C++:
Expand Collapse Copy
        //no point doing this if they in air
        if (player->m_fFlags & FL_ONGROUND)
        {
            if (fabsf(m_flCurrent->m_AnimLayer[6].m_flCycle - m_flPreviousRecord->m_AnimLayer[6].m_flCycle) > 99999) // magic number
            {
                //prob do check to make sure they not just started moving
                float m_flSpeed = player->get_abs_velocity().Length();
                if (m_flSpeed > 1.90f) // magic number
                {
                    //they prob most likely using micro-movements
                }
            }
        }
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
i tested this on opposite, normal and micromovements desyncs

it would only get triggered if they were using micromovements

btw there is a small anti past

C++:
Expand Collapse Copy
        //no point doing this if they in air
        if (player->m_fFlags & FL_ONGROUND)
        {
            if (fabsf(m_flCurrent->m_AnimLayer[6].m_flCycle - m_flPreviousRecord->m_AnimLayer[6].m_flCycle) > 99999) // magic number
            {
                //prob do check to make sure they not just started moving
                float m_flSpeed = player->get_abs_velocity().Length();
                if (m_flSpeed > 1.90f) // magic number
                {
                    //they prob most likely using micro-movements
                }
            }
        }
useless
 
i tested this on opposite, normal and micromovements desyncs

it would only get triggered if they were using micromovements

btw there is a small anti past

C++:
Expand Collapse Copy
        //no point doing this if they in air
        if (player->m_fFlags & FL_ONGROUND)
        {
            if (fabsf(m_flCurrent->m_AnimLayer[6].m_flCycle - m_flPreviousRecord->m_AnimLayer[6].m_flCycle) > 99999) // magic number
            {
                //prob do check to make sure they not just started moving
                float m_flSpeed = player->get_abs_velocity().Length();
                if (m_flSpeed > 1.90f) // magic number
                {
                    //they prob most likely using micro-movements
                }
            }
        }

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