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Автор темы
- #1
C++:
#include"animation_system.h"
#include"\ragebot\aimreztop.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()
{
float no_side = FLT_MAX;
auto animstate = player->get_animation_state();
AnimationLayer layers[15];
AnimationLayer moveLayers[3][15];
memcpy(moveLayers, player->get_animlayers(), sizeof(AnimationLayer) * 15);
auto speed = player->m_vecVelocity().Length2D();
int resolving_way;
if (speed < 0.1f)
{
auto delta = math::AngleDiff(player->m_angEyeAngles().y, no_side);
if (layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f)
{
resolving_way = math::clamp((2 * (delta <= 0.f) - 1), -1, 1);
}
}
else if (!int(layers[12].m_flWeight * 1000.f))
{
if (int(layers[6].m_flWeight * 1000.f) == int(layers[6].m_flWeight * 1000.f))
{
float delta1 = abs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
float delta2 = abs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
float delta3 = abs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);
if (delta1 < delta3 || delta2 <= delta3 || (int)(float)(delta3 * 1000.0f))
{
if (delta1 >= delta2 && delta3 > delta2 && !(int)(float)(delta2 * 1000.0f))
{
resolving_way = 1;
}
}
else
{
resolving_way = -1;
}
}
}
if (g_ctx.globals.missed_shots[player->EntIndex()] > 0)
{
switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
break;
}
}
}
float resolver::resolve_pitch()
{
return original_pitch;
}
Ваще хз что будет фиксить. Этот ресик то ещё говно. Даже на его стримах видно, и вообще как надо читу давать отдохнуть? Это его слова.C++:#include"animation_system.h" #включить"\ragebot\aimreztop.h" void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch) { игрок = e; player_record = запись; original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw); original_pitch = math::normalize_pitch(pitch); } void resolver::сброс() { игрок = nullptr; player_record = nullptr; сторона = ложь; фальшивка = ложь; was_first_bruteforce = false; was_second_bruteforce = false; original_goal_feet_yaw = 0.0 f; original_pitch = 0.0 f; } void resolver::resolve_yaw() { float no_side = FLT_MAX; auto animstate = player->get_animation_state(); Слои AnimationLayer[15]; AnimationLayer moveLayers[3][15]; memcpy(moveLayers, player->get_animlayers(), sizeof(AnimationLayer) * 15); auto speed = player->m_vecVelocity().Длина 2D(); int resolving_way; если (скорость) { auto delta = math::AngleDiff(player->m_angEyeAngles().y, no_side); if (layers[3].m_flWeight == 0.0 f && layers[3].m_flCycle == 0.0 f) { resolving_way = math::clamp((2 * (Дельта); } } else if (!int(layers[12].m_flWeight * 1000.f)) { if (int(layers[6].m_flWeight * 1000.f) == int(layers[6].m_flWeight * 1000.f)) { float delta1 = abs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate); float delta2 = abs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate); float delta3 = abs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate); if (delta1 < delta3 || delta2)) { if (delta1 >= delta2 && delta3 >> delta2 && !(int)(float)(delta2 * 1000,0 f)) { resolving_way = 1; } } ещё { resolving_way = -1; } } } if (g_ctx.globals.missed_shots[player->EntIndex()] >> 0) { switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2) { случай 0: animstate->m_flGoalFeetYaw = math::normalize_yaw(player->>m_angEyeAngles().y + 58.f); перерыв; случай 1: animstate->m_flGoalFeetYaw = math::normalize_yaw(player->>m_angEyeAngles().y - 58.f); перерыв; } } } float resolver::resolve_pitch() { return original_pitch; } [/Код] [/QUOTEо ФикситьХз что будет,
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