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Автор темы
- #1
Дайте пожалуйста нормальный ресик и анимку под лв , либо фикшеный аим бот//
C этим ресольвером чит плохо фиксит почти всегда мисает аим всегда стреляет не туда куда нужно даже если смотреть по анимки.
C этим ресольвером чит плохо фиксит почти всегда мисает аим всегда стреляет не туда куда нужно даже если смотреть по анимки.
Код:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
#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()
{
auto animstate = player->get_animation_state();
if (!animstate)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
if (fabs(original_pitch) > 85.0f)
fake = true;
else if (!fake)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
auto delta = math::AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw);
if (player->m_vecVelocity().Length2D() <= 2.0f)
{
if (player->sequence_activity(player_record->layers[3].m_nSequence == 979))
{
if (delta < 0)
{
player_record->side = RESOLVER_FIRST;
}
else
{
player_record->side = RESOLVER_SECOND;
}
}
}
else if (!int(player_record->layers[12].m_flPlaybackRate * 1000.f))
{
if (int(player_record->layers[6].m_flWeight * 1000.f) == int(previous[6].m_flWeight * 1000.f))
{
float delta1 = std::fabsf(player_record->layers[6].m_flPlaybackRate - resolver_layers[0][6].m_flPlaybackRate);
float delta2 = std::fabsf(player_record->layers[6].m_flPlaybackRate - resolver_layers[1][6].m_flPlaybackRate);
float delta3 = std::fabsf(player_record->layers[6].m_flPlaybackRate - resolver_layers[2][6].m_flPlaybackRate);
if (delta1 < delta3 || delta2 <= delta3 || (delta3 * 1000.0f))
{
if (delta1 >= delta2 && delta3 > delta2 && (delta2 * 1000.0f))
{
player_record->side = RESOLVER_FIRST;
}
}
else
{
player_record->side = RESOLVER_SECOND;
}
}
}
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;
player_record->side = RESOLVER_LOW_FIRST;
was_first_bruteforce = false;
was_second_bruteforce = false;
return;
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;
}
}
}
float resolver::resolve_pitch()
{
return original_pitch;
}