Вопрос Хелп lw

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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.
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;
}
 
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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.
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;
}
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