Исходник Medium resolver for legendware

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Код:
if (m_globals()->m_curtime - lock_side > 2.0f)

        {

            if (leery[3]->m_flCycle == 0.0f && leery[12]->m_flCycle == 0.0f)

            {



                float delta1 = fabs(leery[3]->m_flCycle - leery2[0][3]->m_flCycle);

                float delta2 = fabs(leery[3]->m_flCycle - leery2[1][3]->m_flCycle);

                float delta3 = fabs(leery[3]->m_flCycle - leery2[2][3]->m_flCycle);



                if (delta1 > delta2 && delta3 - delta2 && delta1 * 0.0f)

                {

                    trace = true;

                    side = delta;

                    lock_side = m_globals()->m_curtime;

                }

                else if (delta1 > delta3 && delta3 - delta2 && delta1 * 0.0f)

                {

                    trace = true;

                    side = -delta;

                    lock_side = m_globals()->m_curtime;

                }



            }

            else if (leery[6]->m_flWeight * 1000.0 && leery[12]->m_flWeight * 1000.0)

            {

                float delta1 = fabs(leery[6]->m_flWeightDeltaRate - leery2[0][6]->m_flWeightDeltaRate);

                float delta2 = fabs(leery[6]->m_flWeightDeltaRate - leery2[1][6]->m_flWeightDeltaRate);

                float delta3 = fabs(leery[6]->m_flWeightDeltaRate - leery2[2][6]->m_flWeightDeltaRate);



                if (delta1 > delta3 && delta2 - delta1 && delta1 * 1000.0)

                {

                    trace = true;

                    side = delta;

                    lock_side = m_globals()->m_curtime;

                }

                else if (delta1 > delta2 && delta3 - delta2 && delta1 * 1000.0)

                {

                    trace = true;

                    side = -delta;

                    lock_side = m_globals()->m_curtime;

                }
}
 
kill me
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
if (m_globals()->m_curtime - lock_side > 2.0f)
{
if (leery[3]->m_flCycle == 0.0f && leery[12]->m_flCycle == 0.0f)
{

float delta1 = fabs(leery[3]->m_flCycle - leery2[0][3]->m_flCycle);
float delta2 = fabs(leery[3]->m_flCycle - leery2[1][3]->m_flCycle);
float delta3 = fabs(leery[3]->m_flCycle - leery2[2][3]->m_flCycle);

if (delta1 > delta2 && delta3 - delta2 && delta1 * 0.0f)
{
trace = true;
side = delta;
lock_side = m_globals()->m_curtime;
}
else if (delta1 > delta3 && delta3 - delta2 && delta1 * 0.0f)
{
trace = true;
side = -delta;
lock_side = m_globals()->m_curtime;
}

}
else if (leery[6]->m_flWeight * 1000.0 && leery[12]->m_flWeight * 1000.0)
{
float delta1 = fabs(leery[6]->m_flWeightDeltaRate - leery2[0][6]->m_flWeightDeltaRate);
float delta2 = fabs(leery[6]->m_flWeightDeltaRate - leery2[1][6]->m_flWeightDeltaRate);
float delta3 = fabs(leery[6]->m_flWeightDeltaRate - leery2[2][6]->m_flWeightDeltaRate);

if (delta1 > delta3 && delta2 - delta1 && delta1 * 1000.0)
{
trace = true;
side = delta;
lock_side = m_globals()->m_curtime;
}
else if (delta1 > delta2 && delta3 - delta2 && delta1 * 1000.0)
{
trace = true;
side = -delta;
lock_side = m_globals()->m_curtime;
}
что это...
 
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if (m_globals()->m_curtime - lock_side > 2.0f)
{
if (leery[3]->m_flCycle == 0.0f && leery[12]->m_flCycle == 0.0f)
{

float delta1 = fabs(leery[3]->m_flCycle - leery2[0][3]->m_flCycle);
float delta2 = fabs(leery[3]->m_flCycle - leery2[1][3]->m_flCycle);
float delta3 = fabs(leery[3]->m_flCycle - leery2[2][3]->m_flCycle);

if (delta1 > delta2 && delta3 - delta2 && delta1 * 0.0f)
{
trace = true;
side = delta;
lock_side = m_globals()->m_curtime;
}
else if (delta1 > delta3 && delta3 - delta2 && delta1 * 0.0f)
{
trace = true;
side = -delta;
lock_side = m_globals()->m_curtime;
}

}
else if (leery[6]->m_flWeight * 1000.0 && leery[12]->m_flWeight * 1000.0)
{
float delta1 = fabs(leery[6]->m_flWeightDeltaRate - leery2[0][6]->m_flWeightDeltaRate);
float delta2 = fabs(leery[6]->m_flWeightDeltaRate - leery2[1][6]->m_flWeightDeltaRate);
float delta3 = fabs(leery[6]->m_flWeightDeltaRate - leery2[2][6]->m_flWeightDeltaRate);

if (delta1 > delta3 && delta2 - delta1 && delta1 * 1000.0)
{
trace = true;
side = delta;
lock_side = m_globals()->m_curtime;
}
else if (delta1 > delta2 && delta3 - delta2 && delta1 * 1000.0)
{
trace = true;
side = -delta;
lock_side = m_globals()->m_curtime;
}
C++:
void resolver::resolve_yaw()
{


    if (!player || !player->get_animation_state())
        return;



    auto animState = player->get_animation_state();

    if (!animState)
        return;

    Vector velocity = player->m_vecVelocity();
    float spd = velocity.LengthSqr();
    if (spd > std::powf(1.2f * 260.0f, 2.f)) {
        Vector velocity_normalized = velocity.Normalized();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float Resolveyaw = animState->m_flGoalFeetYaw;

    auto delta_time
        = fmaxf(m_globals()->m_curtime - animState->m_flLastClientSideAnimationUpdateTime, 0.f);

    float deltatime = fabs(delta_time);
    float stop_to_full_running_fraction = 0.f;
    bool is_standing = true;
    float v25 = std::clamp(player->m_flDuckAmount() + animState->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = animState->m_fDuckAmount;
    float v27 = deltatime * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    float flDuckAmount = std::clamp(v28, 0.0f, 1.0f);

    Vector animationVelocity = velocity;
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = player->m_hActiveWeapon().Get();
    if (!weapon)
        return;

    auto wpndata = weapon->get_csweapon_info();

    if (!wpndata)
        return;

    float flMaxMovementSpeed = 260.0f;
    if (weapon) {
        flMaxMovementSpeed = std::fmaxf(wpndata->flMaxPlayerSpeed, 0.001f);
    }

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed_2 = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((stop_to_full_running_fraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = std::clamp(flDuckingSpeed_2, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    float flMaxBodyYaw = *reinterpret_cast<float*>(&animState->pad10[512]);
    float flMinBodyYaw = *reinterpret_cast<float*>(&animState->pad10[516]);



    float flEyeYaw = player->m_angEyeAngles().y;

    float flEyeDiff = std::remainderf(flEyeYaw - Resolveyaw, 360.f);

    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw > flEyeDiff)
            Resolveyaw = fabs(flMinBodyYaw) + flEyeYaw;
    }
    else {
        Resolveyaw = flEyeYaw - fabs(flMaxBodyYaw);
    }

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        Resolveyaw = ApproachAngle(
            flEyeYaw,
            Resolveyaw,
            ((stop_to_full_running_fraction * 20.0f) + 30.0f)
            * deltatime);
    }
    else {
        Resolveyaw = ApproachAngle(
            player->m_flLowerBodyYawTarget(),
            Resolveyaw,
            deltatime * 100.0f);
    }

    if (stop_to_full_running_fraction > 0.0 && stop_to_full_running_fraction < 1.0)
    {
        const auto interval = m_globals()->m_intervalpertick * 2.f;

        if (is_standing)
            stop_to_full_running_fraction = stop_to_full_running_fraction - interval;
        else
            stop_to_full_running_fraction = interval + stop_to_full_running_fraction;

        stop_to_full_running_fraction = std::clamp(stop_to_full_running_fraction, 0.f, 1.f);
    }

    if (speed > 135.2f && is_standing)
    {
        stop_to_full_running_fraction = fmaxf(stop_to_full_running_fraction, .0099999998f);
        is_standing = false;
    }

    if (speed < 135.2f && !is_standing)
    {
        stop_to_full_running_fraction = fminf(stop_to_full_running_fraction, .99000001f);
        is_standing = true;
    }
    // lets be real this is the most p thing we ever seen
    float m_flResolveValue;
    int m_flResolveSide;
    AnimationLayer layers[15];
    AnimationLayer moveLayers[3][15];
    int m_flSide;
    bool m_bAnimatePlayer;
    bool m_bAnimsUpdated;
    bool m_bResolve;
    bool m_flPreviousDelta;
    // yee jarvis nanotechnology please.
   // ok sir...
  // fly mode activated


    if (player->is_alive() && !player->is_player())
    {
        if (!(player->m_fFlags() & FL_ONGROUND))
        {
            m_flResolveSide = 0;
        }
        auto standing = layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f;
        auto animating = layers[12].m_flWeight * 1000.f;
        auto moving = !animating && (layers[6].m_flWeight * 1000.f) == (layers[6].m_flWeight * 1000.f);

        float m_flSpeed = player->m_vecVelocity().Length2D();
        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 m_side;

        if (speed <= 0.1f)
        {
            auto delta = AngleDiff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);

            if (layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f)
            {
                int resolving_way = (AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw) <= 0.0) - 1;
            }
        }

        if (int(layers[12].m_flWeight * 1000.0f) == int(layers[6].m_flWeight * 1000.0f))
        {
            float firstDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);

            float secondDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

            float thirdDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);

            if (firstDelta < secondDelta || thirdDelta <= secondDelta || (secondDelta * 1000.0))
            {
                if (firstDelta >= thirdDelta && secondDelta > thirdDelta && !(thirdDelta * 1000.0))
                {
                    m_side = 1;
                }
            }
            else
            {
                m_side = -1;
            }
        }



        if (m_side = -1)
        {

            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 30.f);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
                break;
            case 3:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 30.f);
                break;
            }




        }
        else if (m_side = 1)
        {

            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 30.f);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
                break;
            case 3:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 30.f);
                break;
            }
        }
        if (standing)
        {
            auto m_flEyeDelta = std::remainderf((player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
            if (2 * m_flEyeDelta)
            {
                if (2 * m_flEyeDelta == 2)
                {
                    m_flSide = -1;
                }
            }
            else
            {
                m_flSide = 1;
            }
            m_bResolve = true;
            m_flPreviousDelta = m_flEyeDelta;
        }
        m_flResolveValue = 58.f;
        player->get_animation_state()->m_flGoalFeetYaw = (player->m_angEyeAngles().y + m_flResolveValue * m_flSide);

    }
    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;
    float brute_yaw = Resolveyaw;

    switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
    {
    case 0:
        player->get_animation_state()->m_flGoalFeetYaw = Left;
        break;
    case 1:
        player->get_animation_state()->m_flGoalFeetYaw = brute_yaw;
        break;
    case 2:
        player->get_animation_state()->m_flGoalFeetYaw = Right;
        break;
    default:
        break;
    }


}
 
...
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C++:
void resolver::resolve_yaw()
{


    if (!player || !player->get_animation_state())
        return;



    auto animState = player->get_animation_state();

    if (!animState)
        return;

    Vector velocity = player->m_vecVelocity();
    float spd = velocity.LengthSqr();
    if (spd > std::powf(1.2f * 260.0f, 2.f)) {
        Vector velocity_normalized = velocity.Normalized();
        velocity = velocity_normalized * (1.2f * 260.0f);
    }

    float Resolveyaw = animState->m_flGoalFeetYaw;

    auto delta_time
        = fmaxf(m_globals()->m_curtime - animState->m_flLastClientSideAnimationUpdateTime, 0.f);

    float deltatime = fabs(delta_time);
    float stop_to_full_running_fraction = 0.f;
    bool is_standing = true;
    float v25 = std::clamp(player->m_flDuckAmount() + animState->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
    float v26 = animState->m_fDuckAmount;
    float v27 = deltatime * 6.0f;
    float v28;

    // clamp
    if ((v25 - v26) <= v27) {
        if (-v27 <= (v25 - v26))
            v28 = v25;
        else
            v28 = v26 - v27;
    }
    else {
        v28 = v26 + v27;
    }

    float flDuckAmount = std::clamp(v28, 0.0f, 1.0f);

    Vector animationVelocity = velocity;
    float speed = std::fminf(animationVelocity.Length(), 260.0f);

    auto weapon = player->m_hActiveWeapon().Get();
    if (!weapon)
        return;

    auto wpndata = weapon->get_csweapon_info();

    if (!wpndata)
        return;

    float flMaxMovementSpeed = 260.0f;
    if (weapon) {
        flMaxMovementSpeed = std::fmaxf(wpndata->flMaxPlayerSpeed, 0.001f);
    }

    float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
    float flDuckingSpeed_2 = speed / (flMaxMovementSpeed * 0.340f);

    flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

    float flYawModifier = (((stop_to_full_running_fraction * -0.3f) - 0.2f) * flRunningSpeed) + 1.0f;
    if (flDuckAmount > 0.0f) {
        float flDuckingSpeed = std::clamp(flDuckingSpeed_2, 0.0f, 1.0f);
        flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
    }

    float flMaxBodyYaw = *reinterpret_cast<float*>(&animState->pad10[512]);
    float flMinBodyYaw = *reinterpret_cast<float*>(&animState->pad10[516]);



    float flEyeYaw = player->m_angEyeAngles().y;

    float flEyeDiff = std::remainderf(flEyeYaw - Resolveyaw, 360.f);

    if (flEyeDiff <= flMaxBodyYaw) {
        if (flMinBodyYaw > flEyeDiff)
            Resolveyaw = fabs(flMinBodyYaw) + flEyeYaw;
    }
    else {
        Resolveyaw = flEyeYaw - fabs(flMaxBodyYaw);
    }

    if (speed > 0.1f || fabs(velocity.z) > 100.0f) {
        Resolveyaw = ApproachAngle(
            flEyeYaw,
            Resolveyaw,
            ((stop_to_full_running_fraction * 20.0f) + 30.0f)
            * deltatime);
    }
    else {
        Resolveyaw = ApproachAngle(
            player->m_flLowerBodyYawTarget(),
            Resolveyaw,
            deltatime * 100.0f);
    }

    if (stop_to_full_running_fraction > 0.0 && stop_to_full_running_fraction < 1.0)
    {
        const auto interval = m_globals()->m_intervalpertick * 2.f;

        if (is_standing)
            stop_to_full_running_fraction = stop_to_full_running_fraction - interval;
        else
            stop_to_full_running_fraction = interval + stop_to_full_running_fraction;

        stop_to_full_running_fraction = std::clamp(stop_to_full_running_fraction, 0.f, 1.f);
    }

    if (speed > 135.2f && is_standing)
    {
        stop_to_full_running_fraction = fmaxf(stop_to_full_running_fraction, .0099999998f);
        is_standing = false;
    }

    if (speed < 135.2f && !is_standing)
    {
        stop_to_full_running_fraction = fminf(stop_to_full_running_fraction, .99000001f);
        is_standing = true;
    }
    // lets be real this is the most p thing we ever seen
    float m_flResolveValue;
    int m_flResolveSide;
    AnimationLayer layers[15];
    AnimationLayer moveLayers[3][15];
    int m_flSide;
    bool m_bAnimatePlayer;
    bool m_bAnimsUpdated;
    bool m_bResolve;
    bool m_flPreviousDelta;
    // yee jarvis nanotechnology please.
   // ok sir...
  // fly mode activated


    if (player->is_alive() && !player->is_player())
    {
        if (!(player->m_fFlags() & FL_ONGROUND))
        {
            m_flResolveSide = 0;
        }
        auto standing = layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f;
        auto animating = layers[12].m_flWeight * 1000.f;
        auto moving = !animating && (layers[6].m_flWeight * 1000.f) == (layers[6].m_flWeight * 1000.f);

        float m_flSpeed = player->m_vecVelocity().Length2D();
        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 m_side;

        if (speed <= 0.1f)
        {
            auto delta = AngleDiff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);

            if (layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f)
            {
                int resolving_way = (AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw) <= 0.0) - 1;
            }
        }

        if (int(layers[12].m_flWeight * 1000.0f) == int(layers[6].m_flWeight * 1000.0f))
        {
            float firstDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);

            float secondDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

            float thirdDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);

            if (firstDelta < secondDelta || thirdDelta <= secondDelta || (secondDelta * 1000.0))
            {
                if (firstDelta >= thirdDelta && secondDelta > thirdDelta && !(thirdDelta * 1000.0))
                {
                    m_side = 1;
                }
            }
            else
            {
                m_side = -1;
            }
        }



        if (m_side = -1)
        {

            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 30.f);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
                break;
            case 3:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 30.f);
                break;
            }




        }
        else if (m_side = 1)
        {

            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 30.f);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
                break;
            case 3:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 30.f);
                break;
            }
        }
        if (standing)
        {
            auto m_flEyeDelta = std::remainderf((player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
            if (2 * m_flEyeDelta)
            {
                if (2 * m_flEyeDelta == 2)
                {
                    m_flSide = -1;
                }
            }
            else
            {
                m_flSide = 1;
            }
            m_bResolve = true;
            m_flPreviousDelta = m_flEyeDelta;
        }
        m_flResolveValue = 58.f;
        player->get_animation_state()->m_flGoalFeetYaw = (player->m_angEyeAngles().y + m_flResolveValue * m_flSide);

    }
    float Left = flEyeYaw + flMinBodyYaw;
    float Right = flEyeYaw + flMaxBodyYaw;
    float brute_yaw = Resolveyaw;

    switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
    {
    case 0:
        player->get_animation_state()->m_flGoalFeetYaw = Left;
        break;
    case 1:
        player->get_animation_state()->m_flGoalFeetYaw = brute_yaw;
        break;
    case 2:
        player->get_animation_state()->m_flGoalFeetYaw = Right;
        break;
    default:
        break;
    }


}
еще лучше
 
kill me
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вот вам брут

Код:
  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_ZERO:
            player_record->type = BRUTEFORCE;

            if (!events_zero)
                player_record->side = side ? RESOLVER_LOW_FIRST : RESOLVER_LOW_SECOND;
            else
                player_record->side = side ? RESOLVER_FIRST : RESOLVER_SECOND;

            was_first_bruteforce = false;
            was_second_bruteforce = false;
            return;
        case RESOLVER_FIRST:
            player_record->type = BRUTEFORCE;
            player_record->side = was_second_bruteforce ? (side ? RESOLVER_FIRST : RESOLVER_SECOND) : RESOLVER_LOW_SECOND;

            was_first_bruteforce = true;

            was_first_low_bruteforce = false;
            was_second_low_bruteforce = false;
            return;
        case RESOLVER_SECOND:
            player_record->type = BRUTEFORCE;
            player_record->side = was_first_bruteforce ? (side ? RESOLVER_SECOND : RESOLVER_FIRST) : RESOLVER_LOW_FIRST;

            was_second_bruteforce = true;

            was_first_low_bruteforce = false;
            was_second_low_bruteforce = false;
            return;
        case RESOLVER_LOW_FIRST:
            player_record->type = BRUTEFORCE;
            player_record->side = was_second_low_bruteforce ? RESOLVER_LOW_SECOND : RESOLVER_LOW_FIRST;

            was_first_low_bruteforce = true;
            return;
        case RESOLVER_LOW_SECOND:
            player_record->type = BRUTEFORCE;
            player_record->side = was_first_low_bruteforce ? RESOLVER_LOW_FIRST : RESOLVER_LOW_SECOND;

            was_second_low_bruteforce = true;
            return;
        }
    }
ну, а че бы и нет?)
bruteforce кинул пастите
 
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ну блять, ну не так это работает, когда же вы поймёте, то что ты кинул будет детектить онли мувы, и даже их криво(ведь вы юзаем 6(ANIMATION_LAYER_MOVEMENT_MOVE), 3(ANIMATION_LAYER_ADJUST), 0(ANIMATION_LAYER_AIMMATRIX), 1(ANIMATION_LAYER_WEAPON_ACTION) и 2(ANIMATION_LAYER_WEAPON_ACTION_RECROUCH))
при этом забывая юзать реально нужные лееры(такие как ANIMATION_LAYER_LEAN(12))
 
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А где ресольвер то?
согласен антиаимы скита, аимбот вантапа, клантег неверлуза есть, а ресика нет
вот вам брут

Код:
  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_ZERO:
            player_record->type = BRUTEFORCE;

            if (!events_zero)
                player_record->side = side ? RESOLVER_LOW_FIRST : RESOLVER_LOW_SECOND;
            else
                player_record->side = side ? RESOLVER_FIRST : RESOLVER_SECOND;

            was_first_bruteforce = false;
            was_second_bruteforce = false;
            return;
        case RESOLVER_FIRST:
            player_record->type = BRUTEFORCE;
            player_record->side = was_second_bruteforce ? (side ? RESOLVER_FIRST : RESOLVER_SECOND) : RESOLVER_LOW_SECOND;

            was_first_bruteforce = true;

            was_first_low_bruteforce = false;
            was_second_low_bruteforce = false;
            return;
        case RESOLVER_SECOND:
            player_record->type = BRUTEFORCE;
            player_record->side = was_first_bruteforce ? (side ? RESOLVER_SECOND : RESOLVER_FIRST) : RESOLVER_LOW_FIRST;

            was_second_bruteforce = true;

            was_first_low_bruteforce = false;
            was_second_low_bruteforce = false;
            return;
        case RESOLVER_LOW_FIRST:
            player_record->type = BRUTEFORCE;
            player_record->side = was_second_low_bruteforce ? RESOLVER_LOW_SECOND : RESOLVER_LOW_FIRST;

            was_first_low_bruteforce = true;
            return;
        case RESOLVER_LOW_SECOND:
            player_record->type = BRUTEFORCE;
            player_record->side = was_first_low_bruteforce ? RESOLVER_LOW_FIRST : RESOLVER_LOW_SECOND;

            was_second_low_bruteforce = true;
            return;
        }
    }
bruteforce кинул пастите
я не пасчу лв уже просто кинул какую-то херню
 
kill me
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
согласен антиаимы скита, аимбот вантапа, клантег неверлуза есть, а ресика нет

я не пасчу лв уже просто кинул какую-то херню
это брут углы сам подберешь
 
ставь чайник, зажигай плиту
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ну блять, ну не так это работает, когда же вы поймёте, то что ты кинул будет детектить онли мувы, и даже их криво(ведь вы юзаем 6(ANIMATION_LAYER_MOVEMENT_MOVE), 3(ANIMATION_LAYER_ADJUST), 0(ANIMATION_LAYER_AIMMATRIX), 1(ANIMATION_LAYER_WEAPON_ACTION) и 2(ANIMATION_LAYER_WEAPON_ACTION_RECROUCH))
при этом забывая юзать реально нужные лееры(такие как ANIMATION_LAYER_LEAN(12))
Лучше ресольвить по ANIMATION_LAYER_COUNT
 
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