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Вопрос Help me convert this to lw pls

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28 Авг 2019
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how to convert this to lw?
Код:
Expand Collapse Copy
 #include "../valve_sdk/csgostructs.hpp"
#include "../valve_sdk/sdk.hpp"
#include "../helpers/math.hpp"
#include "../options.hpp"

void AutoBlock (CUserCmd * cmd)
{
    if (! g_Options.autoblock)
        return;

    if (! GetAsyncKeyState (g_Options.autoblock_bind))
        return;

    C_BasePlayer * localplayer = g_LocalPlayer;
    float bestdist = 200.f;
    int index = -1;

    for (int i = 1; i <64; i ++)
    {
        C_BasePlayer * entity = (C_BasePlayer *) g_EntityList-> GetClientEntity (i);

        if (! entity)
            continue;

        if (! entity-> IsAlive () || entity-> IsDormant () || entity == localplayer)
            continue;

        float dist = localplayer-> GetAbsOrigin (). DistTo (entity-> GetAbsOrigin ());

        if (dist <bestdist)
        {
            bestdist = dist;
            index = i;
        }
    }

    if (index == -1)
        return;

    C_BasePlayer * target = (C_BasePlayer *) g_EntityList-> GetClientEntity (index);

    if (! target)
        return;

    {

        QAngle angles = Math :: CalcAngle (localplayer-> GetAbsOrigin (), target-> GetAbsOrigin ());

        QAngle shit;

        g_EngineClient-> GetViewAngles (& shit);

        angles.yaw - = shit.yaw;
        Math :: FixAngles (angles);

        if (angles.yaw <0.20f)
            cmd-> sidemove = 450.f;
        else if (angles.yaw> 0.20f)
            cmd-> sidemove = -450.f;
    }
} [/ CODE]
 
Код:
Expand Collapse Copy
#include "../valve_sdk/csgostructs.hpp"
#include "../valve_sdk/sdk.hpp"
#include "../helpers/math.hpp"
#include "../options.hpp"

void AutoBlock (CUserCmd * cmd)
{
    if (! vars.misc.autoblock)
        return;

    if (! key_binds::get().get_key_bind_state(_AUTOBLOCK))
        return;

    player_t * localplayer = m_local();
    float bestdist = 200.f;
    int index = -1;

    for (int i = 1; i <64; i ++)
    {
        player_t* entity = (player_t*) m_entitylist-> GetClientEntity (i);

        if (! entity)
            continue;

        if (! entity-> IsAlive () || entity-> IsDormant () || entity == localplayer)
            continue;

        float dist = localplayer-> GetAbsOrigin (). DistTo (entity-> GetAbsOrigin ());

        if (dist <bestdist)
        {
            bestdist = dist;
            index = i;
        }
    }

    if (index == -1)
        return;

    player_t* target = (v*) m_entitylist()-> GetClientEntity (index);

    if (! target)
        return;

    {

        Vector angles = Math :: CalcAngle (localplayer-> GetAbsOrigin (), target-> GetAbsOrigin ());

        Vector shit;

        m_engine()-> GetViewAngles (& shit);

        angles.yaw - = shit.yaw;
        math :: fix_angels(angles);

        if (angles.yaw <0.20f)
            g_usercmd-> m_sidemove = 450.f;
        else if (angles.yaw> 0.20f)
            g_usercmd-> m_sidemove = -450.f;
    }
}
 
[QUOTE = "INSANIA, post: 2085551, member: 265962"]
Код:
Expand Collapse Copy
 #include "../valve_sdk/csgostructs.hpp"
#include "../valve_sdk/sdk.hpp"
#include "../helpers/math.hpp"
#include "../options.hpp"

void AutoBlock (CUserCmd * cmd)
{
    if (! vars.misc.autoblock)
        return;

    if (! key_binds :: get (). get_key_bind_state (_AUTOBLOCK))
        return;

    player_t * localplayer = m_local ();
    float bestdist = 200.f;
    int index = -1;

    for (int i = 1; i <64; i ++)
    {
        player_t * entity = (player_t *) m_entitylist-> GetClientEntity (i);

        if (! entity)
            continue;

        if (! entity-> IsAlive () || entity-> IsDormant () || entity == localplayer)
            continue;

        float dist = localplayer-> GetAbsOrigin (). DistTo (entity-> GetAbsOrigin ());

        if (dist <bestdist)
        {
            bestdist = dist;
            index = i;
        }
    }

    if (index == -1)
        return;

    player_t * target = (v *) m_entitylist () -> GetClientEntity (index);

    if (! target)
        return;

    {

        Vector angles = Math :: CalcAngle (localplayer-> GetAbsOrigin (), target-> GetAbsOrigin ());

        Vector shit;

        m_engine () -> GetViewAngles (& shit);

        angles.yaw - = shit.yaw;
        math :: fix_angels (angles);

        if (angles.yaw <0.20f)
            g_usercmd-> m_sidemove = 450.f;
        else if (angles.yaw> 0.20f)
            g_usercmd-> m_sidemove = -450.f;
    }
} [/ CODE]
[/ QUOTE]
ty bb
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
void AutoBlock (CUserCmd * cmd)
{
    if (!g_cfg.misc.autoblock)
        return;

    if (!key_binds::get().get_key_bind_state(22))) // get autoblock key - create now.
        return;

    const auto localplayer = g_ctx.local();
    float bestdist = 200.f;
    int index = -1;

    for (int i = 1; i <64; i ++)
    {
        player_t* entity; // trash do work ?

        if (! entity)
            continue;

        if (! entity->is_alive() || entity->IsDormant() || entity == localplayer)
            continue;

        float dist = localplayer->GetAbsOrigin().DistTo(entity->GetAbsOrigin());

        if (dist <bestdist)
        {
            bestdist = dist;
            index = i;
        }
    }

    if (index == -1)
        return;

    player_t* target; // trash do work ?

    if (!target)
        return;

    {

        QAngle angles =  math::calculate_angle(localplayer->GetAbsOrigin(), target->GetAbsOrigin());

        QAngle shit;

        m_engine()->GetViewAngles(&shit);

        angles.yaw - = shit.yaw;
        math::normalize_angle(angles);

        if (angles.yaw < 0.20f)
            cmd-> sidemove = 450.f;
        else if (angles.yaw > 0.20f)
            cmd-> sidemove -= 450.f;
    }
}
Код:
Expand Collapse Copy
#include "../valve_sdk/csgostructs.hpp"
#include "../valve_sdk/sdk.hpp"
#include "../helpers/math.hpp"
#include "../options.hpp"

void AutoBlock (CUserCmd * cmd)
{
    if (! vars.misc.autoblock)
        return;

    if (! key_binds::get().get_key_bind_state(_AUTOBLOCK))
        return;

    player_t * localplayer = m_local();
    float bestdist = 200.f;
    int index = -1;

    for (int i = 1; i <64; i ++)
    {
        player_t* entity = (player_t*) m_entitylist-> GetClientEntity (i);

        if (! entity)
            continue;

        if (! entity-> IsAlive () || entity-> IsDormant () || entity == localplayer)
            continue;

        float dist = localplayer-> GetAbsOrigin (). DistTo (entity-> GetAbsOrigin ());

        if (dist <bestdist)
        {
            bestdist = dist;
            index = i;
        }
    }

    if (index == -1)
        return;

    player_t* target = (v*) m_entitylist()-> GetClientEntity (index);

    if (! target)
        return;

    {

        Vector angles = Math :: CalcAngle (localplayer-> GetAbsOrigin (), target-> GetAbsOrigin ());

        Vector shit;

        m_engine()-> GetViewAngles (& shit);

        angles.yaw - = shit.yaw;
        math :: fix_angels(angles);

        if (angles.yaw <0.20f)
            g_usercmd-> m_sidemove = 450.f;
        else if (angles.yaw> 0.20f)
            g_usercmd-> m_sidemove = -450.f;
    }
}
это не все по этому -rep wrong convert to lw.
 
C++:
Expand Collapse Copy
void AutoBlock (CUserCmd * cmd)
{
    if (!g_cfg.misc.autoblock)
        return;

    if (!key_binds::get().get_key_bind_state(22))) // get autoblock key - create now.
        return;

    const auto localplayer = g_ctx.local();
    float bestdist = 200.f;
    int index = -1;

    for (int i = 1; i <64; i ++)
    {
        player_t* entity; // trash do work ?

        if (! entity)
            continue;

        if (! entity->is_alive() || entity->IsDormant() || entity == localplayer)
            continue;

        float dist = localplayer->GetAbsOrigin().DistTo(entity->GetAbsOrigin());

        if (dist <bestdist)
        {
            bestdist = dist;
            index = i;
        }
    }

    if (index == -1)
        return;

    player_t* target; // trash do work ?

    if (!target)
        return;

    {

        QAngle angles =  math::calculate_angle(localplayer->GetAbsOrigin(), target->GetAbsOrigin());

        QAngle shit;

        m_engine()->GetViewAngles(&shit);

        angles.yaw - = shit.yaw;
        math::normalize_angle(angles);

        if (angles.yaw < 0.20f)
            cmd-> sidemove = 450.f;
        else if (angles.yaw > 0.20f)
            cmd-> sidemove -= 450.f;
    }
}

that's not all for this -rep wrong convert to lw.
what includes do i need i get errors at math::calculate
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Vector angles = math::calculate_angle(localplayer->GetAbsOrigin(), target->GetAbsOrigin());
i included math
2021-03-23 14_07_10-dankmemes - Microsoft Visual Studio.png
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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