ЧВК EB_LAN
Эксперт
-
Автор темы
- #1
C++:
#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;
}
void resolver::resolve_yaw()
{
player_info_t player_info;
if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
return;
if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY)
{
switch (last_side)
{
case RESOLVER_ORIGINAL:
g_ctx.globals.missed_shots[player->EntIndex()] = 0;
fake = true;
break;
case RESOLVER_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND;
was_first_bruteforce = true;
return;
case RESOLVER_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST;
was_second_bruteforce = true;
return;
case RESOLVER_LOW_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_SECOND;
return;
case RESOLVER_LOW_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_FIRST;
return;
}
}
auto animstate = player->get_animation_state();
if (!animstate)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
auto delta = math::normalize_yaw(player->m_angEyeAngles().y - original_goal_feet_yaw);
auto valid_lby = true;
if (animstate->m_velocity > 1.1f || fabs(animstate->flUpVelocity) > 100.f)
valid_lby = animstate->m_flTimeSinceStartedMoving < 0.22f;
if (fabs(delta) > 60.0f && valid_lby)
{
if (g_ctx.globals.missed_shots[player->EntIndex()])
delta = -delta;
if (delta > 60.0f)
{
player_record->type = ORIGINAL;
player_record->side = RESOLVER_ORIGINAL;
}
else if (delta < -60.0f)
{
player_record->type = ORIGINAL;
player_record->side = RESOLVER_ORIGINAL;
}
if (delta > 15.0f)
{
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_FIRST;
}
else if (delta < -15.0f)
{
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_SECOND;
}
if (delta > 25.0f)
{
player_record->type = TRACE;
player_record->side = RESOLVER_FIRST;
}
else if (delta < -25.0f)
{
player_record->type = TRACE;
player_record->side = RESOLVER_SECOND;
}
if (delta > 30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_LOW_FIRST;
}
else if (delta < -30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_LOW_SECOND;
}
if (delta > 45.0f)
{
player_record->type = DIRECTIONAL;
player_record->side = RESOLVER_LOW_FIRST;
}
else if (delta < -45.0f)
{
player_record->type = DIRECTIONAL;
player_record->side = RESOLVER_LOW_SECOND;
}
}
else
{
auto trace = false;
if (m_globals()->m_curtime - lock_side > 2.0f)
{
auto first_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player, g_ctx.local());
auto second_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player, g_ctx.local());
if (first_visible != second_visible)
{
trace = true;
side = second_visible;
lock_side = m_globals()->m_curtime;
}
else
{
auto first_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first));
auto second_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second));
if (fabs(first_position - second_position) > 1.0f)
side = first_position > second_position;
}
}
else
trace = true;
if (side)
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_FIRST;
}
else
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_SECOND;
}
}
}
float resolver::resolve_pitch()
{
if (fabs(original_pitch) > 89.0f)
fake = true;
else if (!fake)
{
player_record->side = RESOLVER_ORIGINAL;
}
return original_pitch;
}
Сорри за щитпост, меня заставили слить это:(