C++ Minor fix setup_bones lw

Забаненный
Статус
Оффлайн
Регистрация
20 Апр 2021
Сообщения
7
Реакции[?]
9
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
В lagcompensation в setup_bones.cpp

Код:
#include "setup_bones.h"

class CIKContext
{
public:
    void Construct()
    {
        using IKConstruct = void(__thiscall*)(void*);
        static auto ik_ctor = (IKConstruct)util::FindSignature(crypt_str("client.dll"), crypt_str("53 8B D9 F6 C3 03 74 0B FF 15 ?? ?? ?? ?? 84 C0 74 01 CC C7 83 ?? ?? ?? ?? ?? ?? ?? ?? 8B CB"));

        ik_ctor(this);
    }

    void Destructor()
    {
        using IKDestructor = void(__thiscall*)(CIKContext*);
        static auto ik_dector = (IKDestructor)util::FindSignature(crypt_str("client.dll"), crypt_str("56 8B F1 57 8D 8E ?? ?? ?? ?? E8 ?? ?? ?? ?? 8D 8E ?? ?? ?? ?? E8 ?? ?? ?? ?? 83 BE ?? ?? ?? ?? ??"));

        ik_dector(this);
    }

    void ClearTargets()
    {
        auto i = 0;
        auto count = *reinterpret_cast <int*> ((uintptr_t)this + 0xFF0);

        if (count > 0)
        {
            auto target = reinterpret_cast <int*> ((uintptr_t)this + 0xD0);

            do
            {
                *target = -9999;
                target += 85;
                ++i;
            } while (i < count);
        }
    }

    void Init(CStudioHdr* hdr, Vector* angles, Vector* origin, float currentTime, int frames, int boneMask)
    {
        using Init_t = void(__thiscall*)(void*, CStudioHdr*, QAngle*, Vector*, float, int, int);

        static auto ik_init = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 EC 08 8B 45 08 56 57 8B F9 8D 8F"));
        ((Init_t)ik_init)(this, hdr, (QAngle*)angles, origin, currentTime, frames, boneMask);
    }

    void UpdateTargets(Vector* pos, Quaternion* qua, matrix3x4_t* matrix, uint8_t* boneComputed)
    {
        using UpdateTargets_t = void(__thiscall*)(void*, Vector*, Quaternion*, matrix3x4_t*, uint8_t*);

        static auto ik_update_targets = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 81 EC ?? ?? ?? ?? 33 D2"));
        ((UpdateTargets_t)ik_update_targets)(this, pos, qua, matrix, boneComputed);
    }

    void SolveDependencies(Vector* pos, Quaternion* qua, matrix3x4_t* matrix, uint8_t* boneComputed)
    {
        using SolveDependencies_t = void(__thiscall*)(void*, Vector*, Quaternion*, matrix3x4_t*, uint8_t*);

        static auto ik_solve_dependencies = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 81 EC ?? ?? ?? ?? 8B 81"));
        ((SolveDependencies_t)ik_solve_dependencies)(this, pos, qua, matrix, boneComputed);
    }
};

struct CBoneSetup
{
    CStudioHdr* m_pStudioHdr;
    int m_boneMask;
    float* m_flPoseParameter;
    void* m_pPoseDebugger;

    void InitPose(Vector pos[], Quaternion q[], CStudioHdr* hdr)
    {
        static auto init_pose = util::FindSignature("client.dll", "55 8B EC 83 EC 10 53 8B D9 89 55 F8 56 57 89 5D F4 8B 0B 89 4D F0");

        __asm
        {
            mov eax, this
            mov esi, q
            mov edx, pos
            push dword ptr[hdr + 4]
            mov ecx, [eax]
            push esi
            call init_pose
            add esp, 8
        }
    }

    void AccumulatePose(Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext* pIKContext)
    {
        using AccumulatePoseFn = void(__thiscall*)(CBoneSetup*, Vector* a2, Quaternion* a3, int a4, float a5, float a6, float a7, CIKContext* a8);
        static auto accumulate_pose = (AccumulatePoseFn)util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? A1 ?? ?? ?? ??"));

        return accumulate_pose(this, pos, q, sequence, cycle, flWeight, flTime, pIKContext);
    }

    void CalcAutoplaySequences(Vector pos[], Quaternion q[], float flRealTime, CIKContext* pIKContext)
    {
        static auto calc_autoplay_sequences = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 EC 10 53 56 57 8B 7D 10 8B D9 F3 0F 11 5D ??"));

        __asm
        {
            movss   xmm3, flRealTime
            mov eax, pIKContext
            mov ecx, this
            push eax
            push q
            push pos
            call calc_autoplay_sequences
        }
    }

    void CalcBoneAdj(Vector pos[], Quaternion q[], float* controllers, int boneMask)
    {
        static auto calc_bone_adj = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F8 81 EC ?? ?? ?? ?? 8B C1 89 54 24 04 89 44 24 2C 56 57 8B 00"));

        __asm
        {
            mov     eax, controllers
            mov     ecx, this
            mov     edx, pos; a2
            push    dword ptr[ecx + 4]; a5
            mov     ecx, [ecx]; a1
            push    eax; a4
            push    q; a3
            call    calc_bone_adj
            add     esp, 0xC
        }
    }
};

uintptr_t& GetBoneMerge(player_t* player)
{
    static auto bone_merge = util::FindSignature(crypt_str("client.dll"), crypt_str("89 86 ?? ?? ?? ?? E8 ?? ?? ?? ?? FF 75 08"));
    return *(uintptr_t*)((uintptr_t)player + *(uintptr_t*)(bone_merge + 0x2));
}

struct mstudioposeparamdesc_t
{
    int sznameindex;

    inline char* const pszName(void) const
    {
        return ((char*)this) + sznameindex;
    }

    int flags;
    float start;
    float end;
    float loop;
};

mstudioposeparamdesc_t* pPoseParameter(CStudioHdr* hdr, int index)
{
    using poseParametorFN = mstudioposeparamdesc_t * (__thiscall*)(CStudioHdr*, int);
    static poseParametorFN pose_parameter = (poseParametorFN)util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 8B 45 08 57 8B F9 8B 4F 04 85 C9 75 15 8B"));

    return pose_parameter(hdr, index);
}

__forceinline uintptr_t rel32_fix(uintptr_t ptr)
{
    auto offset = *(uintptr_t*)(ptr + 0x1);
    return (uintptr_t)(ptr + offset + 0x5);
}

void UpdateCache(uintptr_t bonemerge)
{
    static auto bone_merge_update_cache = (void(__thiscall*)(uintptr_t))rel32_fix(util::FindSignature(crypt_str("client.dll"), crypt_str("E8 ?? ?? ?? ?? 83 7E 10 00 74 64")));
    bone_merge_update_cache(bonemerge);
}

float GetPoseParamValue(CStudioHdr* hdr, int index, float flValue)
{
    if (index < 0 || index > 24)
        return 0.0f;

    auto pose_param = pPoseParameter(hdr, index);

    if (!pose_param)
        return 0.0f;

    auto PoseParam = *pose_param;

    if (PoseParam.loop)
    {
        auto wrap = (PoseParam.start + PoseParam.end) / 2.0f + PoseParam.loop / 2.0f;
        auto shift = PoseParam.loop - wrap;

        flValue = flValue - PoseParam.loop * floor((flValue + shift) / PoseParam.loop);
    }

    return (flValue - PoseParam.start) / (PoseParam.end - PoseParam.start);
}

void MergeMatchingPoseParams(uintptr_t bonemerge, float* poses, float* target_poses)
{
    UpdateCache(bonemerge);

    if (*(DWORD*)(bonemerge + 0x10) && *(DWORD*)(bonemerge + 0x8C))
    {
        auto index = (int*)(bonemerge + 0x20);
        auto counter = 0;

        do
        {
            if (*index != -1)
            {
                auto target = *(player_t**)(bonemerge + 0x4);
                auto hdr = target->m_pStudioHdr();
                auto pose_param_value = 0.0f;

                if (hdr && *(studiohdr_t**)hdr && counter >= 0)
                {
                    auto pose = target_poses[counter];
                    auto pose_param = pPoseParameter(hdr, counter);

                    pose_param_value = pose * (pose_param->end - pose_param->start) + pose_param->start;
                }

                auto target2 = *(player_t**)(bonemerge);
                auto hdr2 = target2->m_pStudioHdr();

                poses[*index] = GetPoseParamValue(hdr2, *index, pose_param_value);
            }

            ++counter;
            ++index;
        } while (counter < 24);
    }
}

void CSetupBones::setup()
{
    static auto ik = util::FindSignature(crypt_str("client.dll"), crypt_str("8B 8F ?? ?? ?? ?? 89 4C 24 1C"));
    static auto m_pIk = *(CIKContext**)((uintptr_t)m_animating + *(uintptr_t*)(ik + 0x2) + 0x4);

    if (!m_bShouldDoIK)
        m_pIk = nullptr;

    m_pHdr = m_animating->m_pStudioHdr();

    uint32_t bone_computed[8];
    memset(bone_computed, 0, 8 * sizeof(uint32_t));

    auto sequences_available = !*(int*)(*(uintptr_t*)m_pHdr + 0x150) || *(int*)((uintptr_t)m_pHdr + 0x4);

    if (m_pIk)
    {
        m_pIk->Init(m_pHdr, &m_angAngles, &m_vecOrigin, m_flCurtime, TIME_TO_TICKS(m_flCurtime), m_boneMask);

        if (sequences_available)
            get_skeleton();

        m_pIk->UpdateTargets(m_vecBones, m_quatBones, m_boneMatrix, (uint8_t*)bone_computed);

        using oCalculateIKLocks = void(__thiscall*)(void*, float);
        call_virtual <oCalculateIKLocks>(m_animating, 192)(m_animating, m_flCurtime);

        m_pIk->SolveDependencies(m_vecBones, m_quatBones, m_boneMatrix, (uint8_t*)bone_computed);
    }
    else if (sequences_available)
        get_skeleton();

    matrix3x4_t transform;
    transform.AngleMatrix(m_angAngles, m_vecOrigin);

    studio_build_matrices(m_pHdr, transform, m_vecBones, m_quatBones, m_boneMask, m_boneMatrix, bone_computed);

    if (m_boneMask & BONE_USED_BY_ATTACHMENT && m_bShouldAttachment)
        attachment_helper();

    m_animating->m_flLastBoneSetupTime() = m_flCurtime;

    m_animating->m_BoneAccessor().m_ReadableBones |= m_boneMask;
    m_animating->m_BoneAccessor().m_WritableBones |= m_boneMask;

    static auto invalidate_bone_cache = util::FindSignature(crypt_str("client.dll"), crypt_str("80 3D ?? ?? ?? ?? ?? 74 16 A1 ?? ?? ?? ?? 48 C7 81"));
    static auto model_bone_counter = *(uintptr_t*)(invalidate_bone_cache + 0xA);

    m_animating->m_iMostRecentModelBoneCounter() = *(uint32_t*)model_bone_counter;
}

bool CanBeAnimated(player_t* player)
{
    static auto custom_player = *(int*)(util::FindSignature(crypt_str("client.dll"), crypt_str("80 BF ?? ?? ?? ?? ?? 0F 84 ?? ?? ?? ?? 83 BF ?? ?? ?? ?? ?? 74 7C")) + 2);

    if (!*(bool*)((uintptr_t)player + custom_player) || !player->get_animation_state())
        return false;

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

    if (!weapon)
        return false;

    auto world_model = (player_t*)weapon->m_hWeaponWorldModel().Get();

    if (!world_model || *(short*)((uintptr_t)world_model + 0x26E) == -1)
        return player == g_ctx.local();

    return true;
}

void CSetupBones::get_skeleton()
{
    alignas(16) Vector position[256];
    alignas(16) Quaternion rotation[256];

    static auto ik = util::FindSignature(crypt_str("client.dll"), crypt_str("8B 8F ?? ?? ?? ?? 89 4C 24 1C"));
    static auto m_pIk = *(CIKContext**)((uintptr_t)m_animating + *(uintptr_t*)(ik + 0x2) + 0x4);

    if (!m_bShouldDoIK)
        m_pIk = nullptr;

    alignas(16) char buffer[32];
    alignas(16) auto bone_setup = (CBoneSetup*)&buffer;

    bone_setup->m_pStudioHdr = m_pHdr;
    bone_setup->m_boneMask = m_boneMask;
    bone_setup->m_flPoseParameter = m_flPoseParameters;
    bone_setup->m_pPoseDebugger = nullptr;

    bone_setup->InitPose(m_vecBones, m_quatBones, m_pHdr);
    bone_setup->AccumulatePose(m_vecBones, m_quatBones, *(int*)((uintptr_t)m_animating + 0x28BC), *(float*)((uintptr_t)m_animating + 0xA14), 1.0f, m_flCurtime, m_pIk);

    int layer[15] =
    {
        m_nAnimOverlayCount
    };

    for (auto i = 0; i < m_nAnimOverlayCount; ++i)
    {
        auto& final_layer = m_animLayers[i];

        if (final_layer.m_flWeight > 0.0f && final_layer.m_nOrder != 15 && final_layer.m_nOrder >= 0 && final_layer.m_nOrder < m_nAnimOverlayCount)
            layer[final_layer.m_nOrder] = i;
    }

    static auto copy_to_follow = rel32_fix(util::FindSignature(crypt_str("client.dll"), crypt_str("E8 ?? ?? ?? ?? 8B 87 ?? ?? ?? ?? 8D 8C 24 ?? ?? ?? ?? 8B 7C 24 18")));
    static auto bone_merge_copy_to_follow = (void(__thiscall*)(uintptr_t, Vector*, Quaternion*, int, Vector*, Quaternion*))copy_to_follow;

    static auto copy_from_follow = rel32_fix(util::FindSignature(crypt_str("client.dll"), crypt_str("E8 ?? ?? ?? ?? F3 0F 10 45 ?? 8D 84 24 ?? ?? ?? ??")));
    static auto bone_merge_copy_from_follow = (void(__thiscall*)(uintptr_t, Vector*, Quaternion*, int, Vector*, Quaternion*))copy_from_follow;

    char tmp_buffer[4208];
    auto world_ik = (CIKContext*)tmp_buffer;

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

    if (CanBeAnimated(m_animating) && weapon)
    {
        auto weaponWorldModel = (player_t*)weapon->m_hWeaponWorldModel().Get();

        if (weaponWorldModel)
        {
            auto bone_merge = GetBoneMerge(weaponWorldModel);

            if (bone_merge)
            {
                MergeMatchingPoseParams(bone_merge, m_flWorldPoses, m_flPoseParameters);
                auto world_hdr = weaponWorldModel->m_pStudioHdr();

                world_ik->Construct();
                world_ik->Init(world_hdr, &m_angAngles, &m_vecOrigin, m_flCurtime, 0, BONE_USED_BY_BONE_MERGE);

                alignas(16) char buffer2[32];
                alignas(16) auto world_setup = (CBoneSetup*)&buffer2;

                world_setup->m_pStudioHdr = world_hdr;
                world_setup->m_boneMask = BONE_USED_BY_BONE_MERGE;
                world_setup->m_flPoseParameter = m_flWorldPoses;
                world_setup->m_pPoseDebugger = nullptr;

                world_setup->InitPose(position, rotation, world_hdr);

                for (auto i = 0; i < m_nAnimOverlayCount; ++i)
                {
                    auto layer = &m_animLayers[i];

                    if (layer && layer->m_nSequence > 1 && layer->m_flWeight > 0.0f)
                    {
                        if (m_bShouldDispatch && m_animating == g_ctx.local())
                        {
                            using UpdateDispatchLayer = void(__thiscall*)(void*, AnimationLayer*, CStudioHdr*, int);
                            call_virtual <UpdateDispatchLayer>(m_animating, 246)(m_animating, layer, world_hdr, layer->m_nSequence);
                        }

                        if (!m_bShouldDispatch || layer->m_nDispatchSequence_2 <= 0 || layer->m_nDispatchSequence_2 >= (*(studiohdr_t**)world_hdr)->numlocalseq)
                            bone_setup->AccumulatePose(m_vecBones, m_quatBones, layer->m_nSequence, layer->m_flCycle, layer->m_flWeight, m_flCurtime, m_pIk);
                        else if (m_bShouldDispatch)
                        {
                            bone_merge_copy_from_follow(bone_merge, m_vecBones, m_quatBones, BONE_USED_BY_BONE_MERGE, position, rotation);

                            using oIKAddDependencies = void(__thiscall*)(CIKContext*, float, int, int, float, float);
                            static auto add_dependencies = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 81 EC BC 00 00 00 53 56 57"));

                            if (m_pIk)
                                (oIKAddDependencies(add_dependencies) (m_pIk, *(float*)((uintptr_t)m_animating + 0xA14), layer->m_nSequence, layer->m_flCycle, bone_setup->m_flPoseParameter[2], layer->m_flWeight));

                            world_setup->AccumulatePose(position, rotation, layer->m_nDispatchSequence_2, layer->m_flCycle, layer->m_flWeight, m_flCurtime, world_ik);
                            bone_merge_copy_to_follow(bone_merge, position, rotation, BONE_USED_BY_BONE_MERGE, m_vecBones, m_quatBones);
                        }
                    }
                }

                world_ik->Destructor();
            }
        }
    }
    else
    {
        for (auto i = 0; i < m_nAnimOverlayCount; ++i)
        {
            auto layer_count = layer[i];

            if (layer_count >= 0 && layer_count < m_nAnimOverlayCount)
            {
                auto final_layer = &m_animLayers[i];
                bone_setup->AccumulatePose(position, rotation, final_layer->m_nSequence, final_layer->m_flCycle, final_layer->m_flWeight, m_flCurtime, m_pIk);
            }
        }
    }

    if (m_pIk)
    {
        world_ik->Construct();
        world_ik->Init(m_pHdr, &m_angAngles, &m_vecOrigin, m_flCurtime, 0, m_boneMask);
        bone_setup->CalcAutoplaySequences(m_vecBones, m_quatBones, m_flCurtime, world_ik);
        world_ik->Destructor();
    }
    else
        bone_setup->CalcAutoplaySequences(m_vecBones, m_quatBones, m_flCurtime, nullptr);

    bone_setup->CalcBoneAdj(m_vecBones, m_quatBones, (float*)((uintptr_t)m_animating + 0xA54), m_boneMask);
}

void CSetupBones::studio_build_matrices(CStudioHdr* hdr, const matrix3x4_t& rotationmatrix, Vector* pos, Quaternion* q, int boneMask, matrix3x4_t* bonetoworld, uint32_t* boneComputed)
{
    auto i = 0;
    auto chain_length = 0;
    auto bone = -1;
    auto studio_hdr = *(studiohdr_t**)hdr;

    if (bone < -1 || bone >= studio_hdr->numbones)
        bone = 0;

    auto bone_parent = (CUtlVector <int>*) ((uintptr_t)hdr + 0x44);
    auto bone_flags = (CUtlVector <int>*) ((uintptr_t)hdr + 0x30);

    int chain[MAXSTUDIOBONES];

    if (bone <= -1)
    {
        chain_length = studio_hdr->numbones;

        for (i = 0; i < studio_hdr->numbones; ++i)
            chain[chain_length - i - 1] = i;
    }
    else
    {
        i = bone;

        do
        {
            chain[chain_length++] = i;
            i = bone_parent->m_Memory.Element(i);
        } while (i != -1);
    }

    matrix3x4_t bone_matrix;

    for (auto j = chain_length - 1; j >= 0; --j)
    {
        i = chain[j];

        if ((1 << (i & 0x1F)) & boneComputed[i >> 5])
            continue;

        auto flag = bone_flags->m_Memory.Element(i);
        auto parent = bone_parent->m_Memory.Element(i);

        if (flag & boneMask && q)
        {
            bone_matrix.QuaternionMatrix(q[i], pos[i]);

            if (parent == -1)
                bonetoworld[i] = rotationmatrix.ConcatTransforms(bone_matrix);
            else
                bonetoworld[i] = bonetoworld[parent].ConcatTransforms(bone_matrix);
        }
    }
}

void CSetupBones::attachment_helper()
{
    using AttachmentHelperFn = void(__thiscall*)(player_t*, CStudioHdr*);
    static auto m_AttachmentHelper = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 EC 48 53 8B 5D 08 89 4D F4"));

    static auto attachment = (AttachmentHelperFn)m_AttachmentHelper;
    attachment(m_animating, m_pHdr);
}

void CSetupBones::fix_bones_rotations()
{
    auto studio_hdr = m_animating->m_pStudioHdr();

    if (studio_hdr)
    {
        auto hdr = *(studiohdr_t**)studio_hdr;

        if (hdr)
        {
            auto hitbox_set = hdr->pHitboxSet(m_animating->m_nHitboxSet());

            for (auto i = 0; i < hitbox_set->numhitboxes; ++i)
            {
                auto hitbox = hitbox_set->pHitbox(i);

                if (hitbox->rotation.IsZero())
                    continue;

                matrix3x4_t hitbox_transform;
                hitbox_transform.AngleMatrix(hitbox->rotation);

                m_boneMatrix[hitbox->bone] = m_boneMatrix[hitbox->bone].ConcatTransforms(hitbox_transform);
            }
        }
    }
}
 
Забаненный
Статус
Оффлайн
Регистрация
20 Апр 2021
Сообщения
7
Реакции[?]
9
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
долго обьяснять сравни с def
 
Эксперт
Статус
Оффлайн
Регистрация
30 Дек 2019
Сообщения
1,970
Реакции[?]
958
Поинты[?]
19K
В lagcompensation в setup_bones.cpp

Код:
#include "setup_bones.h"

class CIKContext
{
public:
    void Construct()
    {
        using IKConstruct = void(__thiscall*)(void*);
        static auto ik_ctor = (IKConstruct)util::FindSignature(crypt_str("client.dll"), crypt_str("53 8B D9 F6 C3 03 74 0B FF 15 ?? ?? ?? ?? 84 C0 74 01 CC C7 83 ?? ?? ?? ?? ?? ?? ?? ?? 8B CB"));

        ik_ctor(this);
    }

    void Destructor()
    {
        using IKDestructor = void(__thiscall*)(CIKContext*);
        static auto ik_dector = (IKDestructor)util::FindSignature(crypt_str("client.dll"), crypt_str("56 8B F1 57 8D 8E ?? ?? ?? ?? E8 ?? ?? ?? ?? 8D 8E ?? ?? ?? ?? E8 ?? ?? ?? ?? 83 BE ?? ?? ?? ?? ??"));

        ik_dector(this);
    }

    void ClearTargets()
    {
        auto i = 0;
        auto count = *reinterpret_cast <int*> ((uintptr_t)this + 0xFF0);

        if (count > 0)
        {
            auto target = reinterpret_cast <int*> ((uintptr_t)this + 0xD0);

            do
            {
                *target = -9999;
                target += 85;
                ++i;
            } while (i < count);
        }
    }

    void Init(CStudioHdr* hdr, Vector* angles, Vector* origin, float currentTime, int frames, int boneMask)
    {
        using Init_t = void(__thiscall*)(void*, CStudioHdr*, QAngle*, Vector*, float, int, int);

        static auto ik_init = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 EC 08 8B 45 08 56 57 8B F9 8D 8F"));
        ((Init_t)ik_init)(this, hdr, (QAngle*)angles, origin, currentTime, frames, boneMask);
    }

    void UpdateTargets(Vector* pos, Quaternion* qua, matrix3x4_t* matrix, uint8_t* boneComputed)
    {
        using UpdateTargets_t = void(__thiscall*)(void*, Vector*, Quaternion*, matrix3x4_t*, uint8_t*);

        static auto ik_update_targets = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 81 EC ?? ?? ?? ?? 33 D2"));
        ((UpdateTargets_t)ik_update_targets)(this, pos, qua, matrix, boneComputed);
    }

    void SolveDependencies(Vector* pos, Quaternion* qua, matrix3x4_t* matrix, uint8_t* boneComputed)
    {
        using SolveDependencies_t = void(__thiscall*)(void*, Vector*, Quaternion*, matrix3x4_t*, uint8_t*);

        static auto ik_solve_dependencies = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 81 EC ?? ?? ?? ?? 8B 81"));
        ((SolveDependencies_t)ik_solve_dependencies)(this, pos, qua, matrix, boneComputed);
    }
};

struct CBoneSetup
{
    CStudioHdr* m_pStudioHdr;
    int m_boneMask;
    float* m_flPoseParameter;
    void* m_pPoseDebugger;

    void InitPose(Vector pos[], Quaternion q[], CStudioHdr* hdr)
    {
        static auto init_pose = util::FindSignature("client.dll", "55 8B EC 83 EC 10 53 8B D9 89 55 F8 56 57 89 5D F4 8B 0B 89 4D F0");

        __asm
        {
            mov eax, this
            mov esi, q
            mov edx, pos
            push dword ptr[hdr + 4]
            mov ecx, [eax]
            push esi
            call init_pose
            add esp, 8
        }
    }

    void AccumulatePose(Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext* pIKContext)
    {
        using AccumulatePoseFn = void(__thiscall*)(CBoneSetup*, Vector* a2, Quaternion* a3, int a4, float a5, float a6, float a7, CIKContext* a8);
        static auto accumulate_pose = (AccumulatePoseFn)util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? A1 ?? ?? ?? ??"));

        return accumulate_pose(this, pos, q, sequence, cycle, flWeight, flTime, pIKContext);
    }

    void CalcAutoplaySequences(Vector pos[], Quaternion q[], float flRealTime, CIKContext* pIKContext)
    {
        static auto calc_autoplay_sequences = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 EC 10 53 56 57 8B 7D 10 8B D9 F3 0F 11 5D ??"));

        __asm
        {
            movss   xmm3, flRealTime
            mov eax, pIKContext
            mov ecx, this
            push eax
            push q
            push pos
            call calc_autoplay_sequences
        }
    }

    void CalcBoneAdj(Vector pos[], Quaternion q[], float* controllers, int boneMask)
    {
        static auto calc_bone_adj = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F8 81 EC ?? ?? ?? ?? 8B C1 89 54 24 04 89 44 24 2C 56 57 8B 00"));

        __asm
        {
            mov     eax, controllers
            mov     ecx, this
            mov     edx, pos; a2
            push    dword ptr[ecx + 4]; a5
            mov     ecx, [ecx]; a1
            push    eax; a4
            push    q; a3
            call    calc_bone_adj
            add     esp, 0xC
        }
    }
};

uintptr_t& GetBoneMerge(player_t* player)
{
    static auto bone_merge = util::FindSignature(crypt_str("client.dll"), crypt_str("89 86 ?? ?? ?? ?? E8 ?? ?? ?? ?? FF 75 08"));
    return *(uintptr_t*)((uintptr_t)player + *(uintptr_t*)(bone_merge + 0x2));
}

struct mstudioposeparamdesc_t
{
    int sznameindex;

    inline char* const pszName(void) const
    {
        return ((char*)this) + sznameindex;
    }

    int flags;
    float start;
    float end;
    float loop;
};

mstudioposeparamdesc_t* pPoseParameter(CStudioHdr* hdr, int index)
{
    using poseParametorFN = mstudioposeparamdesc_t * (__thiscall*)(CStudioHdr*, int);
    static poseParametorFN pose_parameter = (poseParametorFN)util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 8B 45 08 57 8B F9 8B 4F 04 85 C9 75 15 8B"));

    return pose_parameter(hdr, index);
}

__forceinline uintptr_t rel32_fix(uintptr_t ptr)
{
    auto offset = *(uintptr_t*)(ptr + 0x1);
    return (uintptr_t)(ptr + offset + 0x5);
}

void UpdateCache(uintptr_t bonemerge)
{
    static auto bone_merge_update_cache = (void(__thiscall*)(uintptr_t))rel32_fix(util::FindSignature(crypt_str("client.dll"), crypt_str("E8 ?? ?? ?? ?? 83 7E 10 00 74 64")));
    bone_merge_update_cache(bonemerge);
}

float GetPoseParamValue(CStudioHdr* hdr, int index, float flValue)
{
    if (index < 0 || index > 24)
        return 0.0f;

    auto pose_param = pPoseParameter(hdr, index);

    if (!pose_param)
        return 0.0f;

    auto PoseParam = *pose_param;

    if (PoseParam.loop)
    {
        auto wrap = (PoseParam.start + PoseParam.end) / 2.0f + PoseParam.loop / 2.0f;
        auto shift = PoseParam.loop - wrap;

        flValue = flValue - PoseParam.loop * floor((flValue + shift) / PoseParam.loop);
    }

    return (flValue - PoseParam.start) / (PoseParam.end - PoseParam.start);
}

void MergeMatchingPoseParams(uintptr_t bonemerge, float* poses, float* target_poses)
{
    UpdateCache(bonemerge);

    if (*(DWORD*)(bonemerge + 0x10) && *(DWORD*)(bonemerge + 0x8C))
    {
        auto index = (int*)(bonemerge + 0x20);
        auto counter = 0;

        do
        {
            if (*index != -1)
            {
                auto target = *(player_t**)(bonemerge + 0x4);
                auto hdr = target->m_pStudioHdr();
                auto pose_param_value = 0.0f;

                if (hdr && *(studiohdr_t**)hdr && counter >= 0)
                {
                    auto pose = target_poses[counter];
                    auto pose_param = pPoseParameter(hdr, counter);

                    pose_param_value = pose * (pose_param->end - pose_param->start) + pose_param->start;
                }

                auto target2 = *(player_t**)(bonemerge);
                auto hdr2 = target2->m_pStudioHdr();

                poses[*index] = GetPoseParamValue(hdr2, *index, pose_param_value);
            }

            ++counter;
            ++index;
        } while (counter < 24);
    }
}

void CSetupBones::setup()
{
    static auto ik = util::FindSignature(crypt_str("client.dll"), crypt_str("8B 8F ?? ?? ?? ?? 89 4C 24 1C"));
    static auto m_pIk = *(CIKContext**)((uintptr_t)m_animating + *(uintptr_t*)(ik + 0x2) + 0x4);

    if (!m_bShouldDoIK)
        m_pIk = nullptr;

    m_pHdr = m_animating->m_pStudioHdr();

    uint32_t bone_computed[8];
    memset(bone_computed, 0, 8 * sizeof(uint32_t));

    auto sequences_available = !*(int*)(*(uintptr_t*)m_pHdr + 0x150) || *(int*)((uintptr_t)m_pHdr + 0x4);

    if (m_pIk)
    {
        m_pIk->Init(m_pHdr, &m_angAngles, &m_vecOrigin, m_flCurtime, TIME_TO_TICKS(m_flCurtime), m_boneMask);

        if (sequences_available)
            get_skeleton();

        m_pIk->UpdateTargets(m_vecBones, m_quatBones, m_boneMatrix, (uint8_t*)bone_computed);

        using oCalculateIKLocks = void(__thiscall*)(void*, float);
        call_virtual <oCalculateIKLocks>(m_animating, 192)(m_animating, m_flCurtime);

        m_pIk->SolveDependencies(m_vecBones, m_quatBones, m_boneMatrix, (uint8_t*)bone_computed);
    }
    else if (sequences_available)
        get_skeleton();

    matrix3x4_t transform;
    transform.AngleMatrix(m_angAngles, m_vecOrigin);

    studio_build_matrices(m_pHdr, transform, m_vecBones, m_quatBones, m_boneMask, m_boneMatrix, bone_computed);

    if (m_boneMask & BONE_USED_BY_ATTACHMENT && m_bShouldAttachment)
        attachment_helper();

    m_animating->m_flLastBoneSetupTime() = m_flCurtime;

    m_animating->m_BoneAccessor().m_ReadableBones |= m_boneMask;
    m_animating->m_BoneAccessor().m_WritableBones |= m_boneMask;

    static auto invalidate_bone_cache = util::FindSignature(crypt_str("client.dll"), crypt_str("80 3D ?? ?? ?? ?? ?? 74 16 A1 ?? ?? ?? ?? 48 C7 81"));
    static auto model_bone_counter = *(uintptr_t*)(invalidate_bone_cache + 0xA);

    m_animating->m_iMostRecentModelBoneCounter() = *(uint32_t*)model_bone_counter;
}

bool CanBeAnimated(player_t* player)
{
    static auto custom_player = *(int*)(util::FindSignature(crypt_str("client.dll"), crypt_str("80 BF ?? ?? ?? ?? ?? 0F 84 ?? ?? ?? ?? 83 BF ?? ?? ?? ?? ?? 74 7C")) + 2);

    if (!*(bool*)((uintptr_t)player + custom_player) || !player->get_animation_state())
        return false;

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

    if (!weapon)
        return false;

    auto world_model = (player_t*)weapon->m_hWeaponWorldModel().Get();

    if (!world_model || *(short*)((uintptr_t)world_model + 0x26E) == -1)
        return player == g_ctx.local();

    return true;
}

void CSetupBones::get_skeleton()
{
    alignas(16) Vector position[256];
    alignas(16) Quaternion rotation[256];

    static auto ik = util::FindSignature(crypt_str("client.dll"), crypt_str("8B 8F ?? ?? ?? ?? 89 4C 24 1C"));
    static auto m_pIk = *(CIKContext**)((uintptr_t)m_animating + *(uintptr_t*)(ik + 0x2) + 0x4);

    if (!m_bShouldDoIK)
        m_pIk = nullptr;

    alignas(16) char buffer[32];
    alignas(16) auto bone_setup = (CBoneSetup*)&buffer;

    bone_setup->m_pStudioHdr = m_pHdr;
    bone_setup->m_boneMask = m_boneMask;
    bone_setup->m_flPoseParameter = m_flPoseParameters;
    bone_setup->m_pPoseDebugger = nullptr;

    bone_setup->InitPose(m_vecBones, m_quatBones, m_pHdr);
    bone_setup->AccumulatePose(m_vecBones, m_quatBones, *(int*)((uintptr_t)m_animating + 0x28BC), *(float*)((uintptr_t)m_animating + 0xA14), 1.0f, m_flCurtime, m_pIk);

    int layer[15] =
    {
        m_nAnimOverlayCount
    };

    for (auto i = 0; i < m_nAnimOverlayCount; ++i)
    {
        auto& final_layer = m_animLayers[i];

        if (final_layer.m_flWeight > 0.0f && final_layer.m_nOrder != 15 && final_layer.m_nOrder >= 0 && final_layer.m_nOrder < m_nAnimOverlayCount)
            layer[final_layer.m_nOrder] = i;
    }

    static auto copy_to_follow = rel32_fix(util::FindSignature(crypt_str("client.dll"), crypt_str("E8 ?? ?? ?? ?? 8B 87 ?? ?? ?? ?? 8D 8C 24 ?? ?? ?? ?? 8B 7C 24 18")));
    static auto bone_merge_copy_to_follow = (void(__thiscall*)(uintptr_t, Vector*, Quaternion*, int, Vector*, Quaternion*))copy_to_follow;

    static auto copy_from_follow = rel32_fix(util::FindSignature(crypt_str("client.dll"), crypt_str("E8 ?? ?? ?? ?? F3 0F 10 45 ?? 8D 84 24 ?? ?? ?? ??")));
    static auto bone_merge_copy_from_follow = (void(__thiscall*)(uintptr_t, Vector*, Quaternion*, int, Vector*, Quaternion*))copy_from_follow;

    char tmp_buffer[4208];
    auto world_ik = (CIKContext*)tmp_buffer;

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

    if (CanBeAnimated(m_animating) && weapon)
    {
        auto weaponWorldModel = (player_t*)weapon->m_hWeaponWorldModel().Get();

        if (weaponWorldModel)
        {
            auto bone_merge = GetBoneMerge(weaponWorldModel);

            if (bone_merge)
            {
                MergeMatchingPoseParams(bone_merge, m_flWorldPoses, m_flPoseParameters);
                auto world_hdr = weaponWorldModel->m_pStudioHdr();

                world_ik->Construct();
                world_ik->Init(world_hdr, &m_angAngles, &m_vecOrigin, m_flCurtime, 0, BONE_USED_BY_BONE_MERGE);

                alignas(16) char buffer2[32];
                alignas(16) auto world_setup = (CBoneSetup*)&buffer2;

                world_setup->m_pStudioHdr = world_hdr;
                world_setup->m_boneMask = BONE_USED_BY_BONE_MERGE;
                world_setup->m_flPoseParameter = m_flWorldPoses;
                world_setup->m_pPoseDebugger = nullptr;

                world_setup->InitPose(position, rotation, world_hdr);

                for (auto i = 0; i < m_nAnimOverlayCount; ++i)
                {
                    auto layer = &m_animLayers[i];

                    if (layer && layer->m_nSequence > 1 && layer->m_flWeight > 0.0f)
                    {
                        if (m_bShouldDispatch && m_animating == g_ctx.local())
                        {
                            using UpdateDispatchLayer = void(__thiscall*)(void*, AnimationLayer*, CStudioHdr*, int);
                            call_virtual <UpdateDispatchLayer>(m_animating, 246)(m_animating, layer, world_hdr, layer->m_nSequence);
                        }

                        if (!m_bShouldDispatch || layer->m_nDispatchSequence_2 <= 0 || layer->m_nDispatchSequence_2 >= (*(studiohdr_t**)world_hdr)->numlocalseq)
                            bone_setup->AccumulatePose(m_vecBones, m_quatBones, layer->m_nSequence, layer->m_flCycle, layer->m_flWeight, m_flCurtime, m_pIk);
                        else if (m_bShouldDispatch)
                        {
                            bone_merge_copy_from_follow(bone_merge, m_vecBones, m_quatBones, BONE_USED_BY_BONE_MERGE, position, rotation);

                            using oIKAddDependencies = void(__thiscall*)(CIKContext*, float, int, int, float, float);
                            static auto add_dependencies = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 81 EC BC 00 00 00 53 56 57"));

                            if (m_pIk)
                                (oIKAddDependencies(add_dependencies) (m_pIk, *(float*)((uintptr_t)m_animating + 0xA14), layer->m_nSequence, layer->m_flCycle, bone_setup->m_flPoseParameter[2], layer->m_flWeight));

                            world_setup->AccumulatePose(position, rotation, layer->m_nDispatchSequence_2, layer->m_flCycle, layer->m_flWeight, m_flCurtime, world_ik);
                            bone_merge_copy_to_follow(bone_merge, position, rotation, BONE_USED_BY_BONE_MERGE, m_vecBones, m_quatBones);
                        }
                    }
                }

                world_ik->Destructor();
            }
        }
    }
    else
    {
        for (auto i = 0; i < m_nAnimOverlayCount; ++i)
        {
            auto layer_count = layer[i];

            if (layer_count >= 0 && layer_count < m_nAnimOverlayCount)
            {
                auto final_layer = &m_animLayers[i];
                bone_setup->AccumulatePose(position, rotation, final_layer->m_nSequence, final_layer->m_flCycle, final_layer->m_flWeight, m_flCurtime, m_pIk);
            }
        }
    }

    if (m_pIk)
    {
        world_ik->Construct();
        world_ik->Init(m_pHdr, &m_angAngles, &m_vecOrigin, m_flCurtime, 0, m_boneMask);
        bone_setup->CalcAutoplaySequences(m_vecBones, m_quatBones, m_flCurtime, world_ik);
        world_ik->Destructor();
    }
    else
        bone_setup->CalcAutoplaySequences(m_vecBones, m_quatBones, m_flCurtime, nullptr);

    bone_setup->CalcBoneAdj(m_vecBones, m_quatBones, (float*)((uintptr_t)m_animating + 0xA54), m_boneMask);
}

void CSetupBones::studio_build_matrices(CStudioHdr* hdr, const matrix3x4_t& rotationmatrix, Vector* pos, Quaternion* q, int boneMask, matrix3x4_t* bonetoworld, uint32_t* boneComputed)
{
    auto i = 0;
    auto chain_length = 0;
    auto bone = -1;
    auto studio_hdr = *(studiohdr_t**)hdr;

    if (bone < -1 || bone >= studio_hdr->numbones)
        bone = 0;

    auto bone_parent = (CUtlVector <int>*) ((uintptr_t)hdr + 0x44);
    auto bone_flags = (CUtlVector <int>*) ((uintptr_t)hdr + 0x30);

    int chain[MAXSTUDIOBONES];

    if (bone <= -1)
    {
        chain_length = studio_hdr->numbones;

        for (i = 0; i < studio_hdr->numbones; ++i)
            chain[chain_length - i - 1] = i;
    }
    else
    {
        i = bone;

        do
        {
            chain[chain_length++] = i;
            i = bone_parent->m_Memory.Element(i);
        } while (i != -1);
    }

    matrix3x4_t bone_matrix;

    for (auto j = chain_length - 1; j >= 0; --j)
    {
        i = chain[j];

        if ((1 << (i & 0x1F)) & boneComputed[i >> 5])
            continue;

        auto flag = bone_flags->m_Memory.Element(i);
        auto parent = bone_parent->m_Memory.Element(i);

        if (flag & boneMask && q)
        {
            bone_matrix.QuaternionMatrix(q[i], pos[i]);

            if (parent == -1)
                bonetoworld[i] = rotationmatrix.ConcatTransforms(bone_matrix);
            else
                bonetoworld[i] = bonetoworld[parent].ConcatTransforms(bone_matrix);
        }
    }
}

void CSetupBones::attachment_helper()
{
    using AttachmentHelperFn = void(__thiscall*)(player_t*, CStudioHdr*);
    static auto m_AttachmentHelper = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 EC 48 53 8B 5D 08 89 4D F4"));

    static auto attachment = (AttachmentHelperFn)m_AttachmentHelper;
    attachment(m_animating, m_pHdr);
}

void CSetupBones::fix_bones_rotations()
{
    auto studio_hdr = m_animating->m_pStudioHdr();

    if (studio_hdr)
    {
        auto hdr = *(studiohdr_t**)studio_hdr;

        if (hdr)
        {
            auto hitbox_set = hdr->pHitboxSet(m_animating->m_nHitboxSet());

            for (auto i = 0; i < hitbox_set->numhitboxes; ++i)
            {
                auto hitbox = hitbox_set->pHitbox(i);

                if (hitbox->rotation.IsZero())
                    continue;

                matrix3x4_t hitbox_transform;
                hitbox_transform.AngleMatrix(hitbox->rotation);

                m_boneMatrix[hitbox->bone] = m_boneMatrix[hitbox->bone].ConcatTransforms(hitbox_transform);
            }
        }
    }
}
тыж нихуя не пофиксил, так ещё и с мульта сидишь
 
Сверху Снизу