C++ Исходник Trash lw resolver v2 в lw v3

kill me
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это трэш, я не знаю будет ли это правильным)

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"

// ыхыъыъъы мне похуй это мой ресик и akiohide, он сказал сделать так.

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::run()
{
    //if (player->m_flSimulationTime() != player->m_flOldSimulationTime() && g_ctx.globals.check_aa_enable[player->EntIndex()]) //-V550
    //    check_aa();

    if (g_ctx.globals.check_aa[player->EntIndex()])
    {
        // resolve_yaw = 0.0f;
        resolve_yaw();

        if (player->m_flSimulationTime() != player->m_flOldSimulationTime()) //-V550
            lagcompensation::get().previous_goal_feet_yaw[player->EntIndex()] = math::normalize_yaw(player->m_angEyeAngles().y);
    }

    if (g_cfg.ragebot.pitch_correction)
        pitch_resolve();
}

void resolver::StoreAntifreestand()
{
    if (!g_ctx.local()->is_alive())
        return;

    if (!g_ctx.globals.weapon)
        return;

    for (int i = 1; i < m_globals()->m_maxclients; ++i)
    {
        auto get_player = m_entitylist()->GetClientEntity(i);

        if (!player || !player->is_alive() || player->IsDormant() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
            continue;

        bool Autowalled = false, HitSide1 = false, HitSide2 = false;
        auto idx = player->EntIndex();
        float angToLocal = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
        Vector ViewPoint = g_ctx.local()->m_vecOrigin() + Vector(0, 0, 90);
        Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))),(45 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))) ,(45 * cos(DEG2RAD(angToLocal + 180))) };

        Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))),(50 * cos(DEG2RAD(angToLocal))) };
        Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))) ,(50 * cos(DEG2RAD(angToLocal + 180))) };

        Vector Origin = player->m_vecOrigin();

        Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

        Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

        for (int side = 0; side < 2; side++)
        {
            Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x,  Origin.y - OriginLeftRight[side].y , Origin.z + 90 };
            Vector ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };

            if (autowall::get().CanHitFloatingPoint(OriginAutowall, ViewPoint))
            {
                if (side == 0)
                {
                    HitSide1 = true;
                    FreestandSide[idx] = -1;
                }
                else if (side == 1)
                {
                    HitSide2 = true;
                    FreestandSide[idx] = 1;
                }

                Autowalled = true;
            }
            else
            {
                for (int sidealternative = 0; sidealternative < 2; sidealternative++)
                {
                    Vector ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x,  Origin.y - OriginLeftRight[sidealternative].y , Origin.z + 90 };

                    if (autowall::get().CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
                    {
                        if (sidealternative == 0)
                        {
                            HitSide1 = true;
                            FreestandSide[idx] = -1;

                        }
                        else if (sidealternative == 1)
                        {
                            HitSide2 = true;
                            FreestandSide[idx] = 1;

                        }

                        Autowalled = true;
                    }
                }
            }
        }
    }
}

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

    if (!animstate)
        return;

    int idx = player->EntIndex();
    auto resolve_index = g_ctx.globals.missed_shots[player->EntIndex()] % 2;

    bool forward = fabsf(math::normalize_yaw(player->m_angEyeAngles().y - math::normalize_yaw(math::calculate_angle
    (g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y - 180.f))) < 90.f;

    auto current_side = RESOLVER_FIRST;

    if (g_ctx.globals.history_data[player->EntIndex()].type_normal > 1)
        current_side = RESOLVER_SECOND;

    check_side(resolve_index);

    if (g_ctx.globals.lby[player->EntIndex()] && g_ctx.globals.history_data[player->EntIndex()].type_low_delta)
    {
        if (g_ctx.globals.check_side[player->EntIndex()] == current_side)
        {
            switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
            {
            case 0:
                if (forward)
                    player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST;
                else
                    player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND;
                break;
            case 1:
                if (forward)
                    player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND;
                else
                    player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST;
                break;
            }
        }
    }

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

    if (weapon && fabs(m_globals()->m_curtime - weapon->m_fLastShotTime()) <= TICKS_TO_TIME(1))
        return;
}

void resolver::pitch_resolve()
{
    if (!(player->m_fFlags() & FL_ONGROUND) && player->m_angEyeAngles().x >= 178.36304f)
        pitch = -89.0f;
    else
    {
        if (fabs(player->m_angEyeAngles().x) > 89.0f)
            pitch = g_ctx.globals.fired_shots[player->EntIndex()] % 4 != 3 ? 89.0f : -89.0f;
        else if (g_ctx.globals.fired_shots[player->EntIndex()] % 4 != 3)
            pitch = 89.0f;
    }
}
 
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Код:
 autowall::get().CantHitFloatingPoint
Can you please share the definition of that?
 
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kill me
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Web developer / designer
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зачем вы постите это, если сами понимаете, что это мусорный ресик?
 
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