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Исходник Resolver for lw

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Забаненный
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Оффлайн
Регистрация
4 Апр 2021
Сообщения
127
Реакции
8
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
Expand Collapse Copy
//Shit resovler by tekashi
//

#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);
    }

    float flAngleMod(float flAngle)
    {
        return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65530));
    }

    float ApproachAngle(float target, float value, float speed)
    {
        target = flAngleMod(target);
        value = flAngleMod(value);

        float delta = target - value;

        if (speed < 0)
            speed = -speed;

        if (delta < -180)
            delta += 360;
        else if (delta > 180)
            delta -= 360;

        if (delta > speed)
            value += speed;
        else if (delta < -speed)
            value -= speed;
        else
            value = target;

        return value;
    }

    float AngleDiff(float destAngle, float srcAngle)
    {
        float delta;

        delta = fmodf(destAngle - srcAngle, 360.0f);
        if (destAngle > srcAngle)
        {
            if (delta >= 180)
                delta -= 360;
        }
        else
        {
            if (delta <= -180)
                delta += 360;
        }
        return delta;
    }

    float GetChokedPackets(player_t* e)
    {
        float simtime = e->m_flSimulationTime();
        float oldsimtime = e->m_flOldSimulationTime();
        float simdiff = simtime - oldsimtime;

        auto chokedpackets = TIME_TO_TICKS(max(0, simdiff));

        if (chokedpackets >= 1)
            return chokedpackets;

        return 0;
    }

    void resolver::reset()
    {
        player = nullptr;
        player_record = nullptr;

        side = false;
        fake = false;

        original_goal_feet_yaw = 0.0f;
        original_pitch = 0.0f;
    }

    bool resolver::Side()
    {
        AnimationLayer layers[13];
        AnimationLayer moveLayers[3][13];
        AnimationLayer preserver_anim_layers[13];

        auto speed = player->m_vecVelocity().Length2D();

        if (speed > 1.1f)
        {
            if (!layers[12].m_flWeight * 1000.f)
            {
                if ((layers[6].m_flWeight * 1000.f) == (layers[6].m_flWeight * 1000.f))
                {
                    float EyeYaw = fabs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
                    float Negative = fabs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
                    float Positive = fabs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

                    if (Positive >= EyeYaw || Positive >= Negative || (Positive * 1000.f))
                    {
                        last_anims_update_time = m_globals()->m_realtime;
                        return true;
                    }
                }
                else
                {
                    last_anims_update_time = m_globals()->m_realtime;
                    return false;
                }
            }
        }
        else if (layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f)
        {
            auto delta = std::remainder(math::normalize_yaw(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
            if (2 * delta)
            {
                if (2 * delta == 2)
                {
                    return false;
                }
            }
            else
            {
                return true;
            }
        }
    }

    bool resolver::DesyncDetect()
    {
        if (!player->is_alive())
            return false;
        if (!player->m_fFlags() & FL_ONGROUND)
            return false;
        if (player->get_max_desync_delta() < 10)
            return false;
        if (!player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
            return false;
        if (GetChokedPackets(player) == 0)
            return false;
        if (!player->m_hActiveWeapon().Get()->can_fire(true))
            return false;

        return true;
    }

    void resolver::shitresolver()
    {
        auto animstate = player->get_animation_state();

        static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
            Vector delta = a - b;
            float delta_length = delta.Length();

            if (delta_length <= min_delta) {
                Vector result;
                if (-min_delta <= delta_length) {
                    return a;
                }
                else {
                    float iradius = 1.0f / (delta_length + FLT_EPSILON);
                    return b - ((delta * iradius) * min_delta);
                }
            }
            else {
                float iradius = 1.0f / (delta_length + FLT_EPSILON);
                return b + ((delta * iradius) * min_delta);
            }
        };

        float maxMovementSpeed = 260.0f;

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

        Vector velocity = player->m_vecVelocity();
        Vector animVelocity = GetSmoothedVelocity(m_clientstate()->m_choked_commands * 2000.0f, velocity, player->m_vecVelocity());

        float speed = std::fminf(animVelocity.Length(), 260.0f);
        float runningSpeed = speed / (maxMovementSpeed * 0.520f);
        float duckSpeed = speed / (maxMovementSpeed * 0.340);
        float yawModifer = (((animstate->m_bOnGround * -0.3f) - 0.2f) * runningSpeed) + 1.0f;
        float maxBodyYaw = *(float*)(uintptr_t(animstate) + 0x334) * yawModifer;
        float minBodyYaw = *(float*)(uintptr_t(animstate) + 0x330) * yawModifer;
        float eyeYaw = player->m_angEyeAngles().y;
        float left = eyeYaw - minBodyYaw;
        float right = eyeYaw + maxBodyYaw;
        float eyeDiff = std::remainderf(eyeYaw - original_goal_feet_yaw, 360.f);

        if (eyeDiff <= minBodyYaw)
        {
            if (minBodyYaw > eyeDiff)
                original_goal_feet_yaw = fabs(minBodyYaw) + eyeYaw;
        }
        else
        {
            original_goal_feet_yaw = eyeYaw - fabs(maxBodyYaw);
        }

        original_goal_feet_yaw = std::remainderf(original_goal_feet_yaw, 360.f);

        if (speed > 0.1f || fabs(velocity.z) > 100.0f)
        {
            original_goal_feet_yaw = ApproachAngle(
                eyeYaw,
                original_goal_feet_yaw,
                ((animstate->m_bOnGround * 15.0f) + 30.0f) * m_clientstate()->m_choked_commands
            );
        }
        else
        {
            original_goal_feet_yaw = ApproachAngle(
                player->m_flLowerBodyYawTarget(), original_goal_feet_yaw, m_clientstate()->m_choked_commands * 90.0f);
        }

        if (resolver::Side())
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(right);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(original_goal_feet_yaw);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(left);
                break;
            }
        }
        else
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(left);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(original_goal_feet_yaw);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(right);
                break;
            }
        }
    }

    void resolver::resolve_yaw()
    {
        player_info_t player_info;

        if (!player || !player->get_animation_state() || !m_engine()->GetPlayerInfo(player->EntIndex(), &player_info) || player_info.fakeplayer || !resolver::DesyncDetect())
            return;

        if (g_ctx.globals.missed_shots[player->EntIndex()] <= 2)
        {
            resolver::shitresolver();
            return;
        }

        auto animstate = player->get_animation_state();
        float resolveValue;
        int resolveSide = resolver::Side() ? 1 : -1;

        if (player->m_vecVelocity().Length2D() > 1.1f && player->m_vecVelocity().Length2D() < 110.0f)
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                resolveValue = 30.0f;
                break;
            case 1:
                resolveValue = 58.0f;
                break;
            case 2:
                resolveValue = 19.0f;
                break;
            }
        }
        else
        {
            if (g_cfg.player_list.low_delta[player->EntIndex()])
            {
                switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
                {
                case 0:
                    resolveValue = 30.0f;
                    break;
                case 1:
                    resolveValue = 19.0f;
                    break;
                case 2:
                    resolveValue = 69.0f;
                    break;
                }
            }
            else
            {
                switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
                {
                case 0:
                    resolveValue = 69.0f;
                    break;
                case 1:
                    resolveValue = 30.0f;
                    break;
                case 2:
                    resolveValue = 19.0f;
                    break;
                }
            }
        }

        if (resolveValue > player->get_max_desync_delta())
            resolveValue = player->get_max_desync_delta();

        player->get_animation_state()->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + resolveValue * resolveSide);
    }

    float resolver::resolve_pitch()
    {
        return original_pitch;
    }
}
Код:
Expand Collapse Copy
class resolver
{
    player_t* player = nullptr;
    adjust_data* player_record = nullptr;

    bool side = false;
    bool fake = false;
    bool was_first_bruteforce = false;
    bool was_second_bruteforce = false;

    float lock_side = 0.0f;
    float original_goal_feet_yaw = 0.0f;
    float original_pitch = 0.0f;
    float resolve_way = 0.0f;
    float last_anims_update_time;
    int FreestandSide[64];
    int resolveSide;
public:
    float resolveValue;
    void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
    void reset();
    bool Side();
    bool DesyncDetect();
    void shitresolver();
    float resolve_pitch();
    void resolve_yaw();

    resolver_side last_side = RESOLVER_ORIGINAL;
};
 
Ресольвер мне понравился, особенно за то, что крашит
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
ну давай математику определять в ресольвере, зачем нам math.cpp !
 
well lets fuck up the code! nice one
 
C++:
Expand Collapse Copy
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                resolveValue = 30.0f;
                break;
            case 1:
                resolveValue = 58.0f;
                break;
            case 2:
                resolveValue = 19.0f;
                break;
            }
        }
        else
        {
            if (g_cfg.player_list.low_delta[player->EntIndex()])
            {
                switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
                {
                case 0:
                    resolveValue = 30.0f;
                    break;
                case 1:
                    resolveValue = 19.0f;
                    break;
                case 2:
                    resolveValue = 69.0f;
                    break;
                }
            }
            else
            {
                switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
                {
                case 0:
                    resolveValue = 69.0f; // 69?? k
                    break;
                case 1:
                    resolveValue = 30.0f;
                    break;
                case 2:
                    resolveValue = 19.0f;
                    break;
                }
            }
        } // what..............
 
зачем его в 1000 раз скидывать?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
Expand Collapse Copy
//Shit resovler by tekashi
//

#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);
    }

    float flAngleMod(float flAngle)
    {
        return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65530));
    }

    float ApproachAngle(float target, float value, float speed)
    {
        target = flAngleMod(target);
        value = flAngleMod(value);

        float delta = target - value;

        if (speed < 0)
            speed = -speed;

        if (delta < -180)
            delta += 360;
        else if (delta > 180)
            delta -= 360;

        if (delta > speed)
            value += speed;
        else if (delta < -speed)
            value -= speed;
        else
            value = target;

        return value;
    }

    float AngleDiff(float destAngle, float srcAngle)
    {
        float delta;

        delta = fmodf(destAngle - srcAngle, 360.0f);
        if (destAngle > srcAngle)
        {
            if (delta >= 180)
                delta -= 360;
        }
        else
        {
            if (delta <= -180)
                delta += 360;
        }
        return delta;
    }

    float GetChokedPackets(player_t* e)
    {
        float simtime = e->m_flSimulationTime();
        float oldsimtime = e->m_flOldSimulationTime();
        float simdiff = simtime - oldsimtime;

        auto chokedpackets = TIME_TO_TICKS(max(0, simdiff));

        if (chokedpackets >= 1)
            return chokedpackets;

        return 0;
    }

    void resolver::reset()
    {
        player = nullptr;
        player_record = nullptr;

        side = false;
        fake = false;

        original_goal_feet_yaw = 0.0f;
        original_pitch = 0.0f;
    }

    bool resolver::Side()
    {
        AnimationLayer layers[13];
        AnimationLayer moveLayers[3][13];
        AnimationLayer preserver_anim_layers[13];

        auto speed = player->m_vecVelocity().Length2D();

        if (speed > 1.1f)
        {
            if (!layers[12].m_flWeight * 1000.f)
            {
                if ((layers[6].m_flWeight * 1000.f) == (layers[6].m_flWeight * 1000.f))
                {
                    float EyeYaw = fabs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
                    float Negative = fabs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
                    float Positive = fabs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);

                    if (Positive >= EyeYaw || Positive >= Negative || (Positive * 1000.f))
                    {
                        last_anims_update_time = m_globals()->m_realtime;
                        return true;
                    }
                }
                else
                {
                    last_anims_update_time = m_globals()->m_realtime;
                    return false;
                }
            }
        }
        else if (layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f)
        {
            auto delta = std::remainder(math::normalize_yaw(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
            if (2 * delta)
            {
                if (2 * delta == 2)
                {
                    return false;
                }
            }
            else
            {
                return true;
            }
        }
    }

    bool resolver::DesyncDetect()
    {
        if (!player->is_alive())
            return false;
        if (!player->m_fFlags() & FL_ONGROUND)
            return false;
        if (player->get_max_desync_delta() < 10)
            return false;
        if (!player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
            return false;
        if (GetChokedPackets(player) == 0)
            return false;
        if (!player->m_hActiveWeapon().Get()->can_fire(true))
            return false;

        return true;
    }

    void resolver::shitresolver()
    {
        auto animstate = player->get_animation_state();

        static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) {
            Vector delta = a - b;
            float delta_length = delta.Length();

            if (delta_length <= min_delta) {
                Vector result;
                if (-min_delta <= delta_length) {
                    return a;
                }
                else {
                    float iradius = 1.0f / (delta_length + FLT_EPSILON);
                    return b - ((delta * iradius) * min_delta);
                }
            }
            else {
                float iradius = 1.0f / (delta_length + FLT_EPSILON);
                return b + ((delta * iradius) * min_delta);
            }
        };

        float maxMovementSpeed = 260.0f;

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

        Vector velocity = player->m_vecVelocity();
        Vector animVelocity = GetSmoothedVelocity(m_clientstate()->m_choked_commands * 2000.0f, velocity, player->m_vecVelocity());

        float speed = std::fminf(animVelocity.Length(), 260.0f);
        float runningSpeed = speed / (maxMovementSpeed * 0.520f);
        float duckSpeed = speed / (maxMovementSpeed * 0.340);
        float yawModifer = (((animstate->m_bOnGround * -0.3f) - 0.2f) * runningSpeed) + 1.0f;
        float maxBodyYaw = *(float*)(uintptr_t(animstate) + 0x334) * yawModifer;
        float minBodyYaw = *(float*)(uintptr_t(animstate) + 0x330) * yawModifer;
        float eyeYaw = player->m_angEyeAngles().y;
        float left = eyeYaw - minBodyYaw;
        float right = eyeYaw + maxBodyYaw;
        float eyeDiff = std::remainderf(eyeYaw - original_goal_feet_yaw, 360.f);

        if (eyeDiff <= minBodyYaw)
        {
            if (minBodyYaw > eyeDiff)
                original_goal_feet_yaw = fabs(minBodyYaw) + eyeYaw;
        }
        else
        {
            original_goal_feet_yaw = eyeYaw - fabs(maxBodyYaw);
        }

        original_goal_feet_yaw = std::remainderf(original_goal_feet_yaw, 360.f);

        if (speed > 0.1f || fabs(velocity.z) > 100.0f)
        {
            original_goal_feet_yaw = ApproachAngle(
                eyeYaw,
                original_goal_feet_yaw,
                ((animstate->m_bOnGround * 15.0f) + 30.0f) * m_clientstate()->m_choked_commands
            );
        }
        else
        {
            original_goal_feet_yaw = ApproachAngle(
                player->m_flLowerBodyYawTarget(), original_goal_feet_yaw, m_clientstate()->m_choked_commands * 90.0f);
        }

        if (resolver::Side())
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(right);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(original_goal_feet_yaw);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(left);
                break;
            }
        }
        else
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(left);
                break;
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(original_goal_feet_yaw);
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(right);
                break;
            }
        }
    }

    void resolver::resolve_yaw()
    {
        player_info_t player_info;

        if (!player || !player->get_animation_state() || !m_engine()->GetPlayerInfo(player->EntIndex(), &player_info) || player_info.fakeplayer || !resolver::DesyncDetect())
            return;

        if (g_ctx.globals.missed_shots[player->EntIndex()] <= 2)
        {
            resolver::shitresolver();
            return;
        }

        auto animstate = player->get_animation_state();
        float resolveValue;
        int resolveSide = resolver::Side() ? 1 : -1;

        if (player->m_vecVelocity().Length2D() > 1.1f && player->m_vecVelocity().Length2D() < 110.0f)
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
            {
            case 0:
                resolveValue = 30.0f;
                break;
            case 1:
                resolveValue = 58.0f;
                break;
            case 2:
                resolveValue = 19.0f;
                break;
            }
        }
        else
        {
            if (g_cfg.player_list.low_delta[player->EntIndex()])
            {
                switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
                {
                case 0:
                    resolveValue = 30.0f;
                    break;
                case 1:
                    resolveValue = 19.0f;
                    break;
                case 2:
                    resolveValue = 69.0f;
                    break;
                }
            }
            else
            {
                switch (g_ctx.globals.missed_shots[player->EntIndex()] % 3)
                {
                case 0:
                    resolveValue = 69.0f;
                    break;
                case 1:
                    resolveValue = 30.0f;
                    break;
                case 2:
                    resolveValue = 19.0f;
                    break;
                }
            }
        }

        if (resolveValue > player->get_max_desync_delta())
            resolveValue = player->get_max_desync_delta();

        player->get_animation_state()->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + resolveValue * resolveSide);
    }

    float resolver::resolve_pitch()
    {
        return original_pitch;
    }
}
Код:
Expand Collapse Copy
class resolver
{
    player_t* player = nullptr;
    adjust_data* player_record = nullptr;

    bool side = false;
    bool fake = false;
    bool was_first_bruteforce = false;
    bool was_second_bruteforce = false;

    float lock_side = 0.0f;
    float original_goal_feet_yaw = 0.0f;
    float original_pitch = 0.0f;
    float resolve_way = 0.0f;
    float last_anims_update_time;
    int FreestandSide[64];
    int resolveSide;
public:
    float resolveValue;
    void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
    void reset();
    bool Side();
    bool DesyncDetect();
    void shitresolver();
    float resolve_pitch();
    void resolve_yaw();

    resolver_side last_side = RESOLVER_ORIGINAL;
};
shit resolver and u dont even give credits
 
shit resolver and u dont even give credits
1620891517992.png
clown?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
это реально ещё кому то нужно:kappa:
 
а как и куда это пихать, помогите)
 
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