В structs.cppВсем привет! Нашел одну тему с брутфорсом https://yougame.biz/threads/147384/.Не осуждайте,но я настолько тупой что даже не знаю куда это вставить. Прошу помочь
Можешь хелпануть что вообще с этим сделать нужно?В structs.cpp
База лв если чтоВ structs.cpp
Я понимаю что это не готовый резольвер,у меня есть спащеный резольвер,а брутфорс просто будет свапать углы и запоминать их,если я конечно правильно понимаю,но я ничего не понимаю в кодинге поэтому написал сюда в надежде что кто то подскажетЭто не готовый ресольвер, ты с ним ничего не сможешь сделать.
Лучше поучи хотя бы азы C++, чем пастить ресольверы, это полезнее будет.
Так любой ресольвер по умолчанию содержит в себе брут.Я понимаю что это не готовый резольвер,у меня есть спащеный резольвер,а брутфорс просто будет свапать углы и запоминать их,если я конечно правильно понимаю,но я ничего не понимаю в кодинге поэтому написал сюда в надежде что кто то подскажет
Он наврятли есть потому что чит не фиксит легит аа с 10 пулиТак любой ресольвер по умолчанию содержит в себе брут.
Убедись, что у тебя он уже есть...
Если он не в одну точку стреляет, значит есть...Он наврятли есть потому что чит не фиксит легит аа с 10 пули
Резольвера?Если он не в одну точку стреляет, значит есть...
Скинь код
Если резольвера то вот:Если он не в одну точку стреляет, значит есть...
Скинь 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"
// resolver create by. AKIOHIDE && FL1PP
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;
}
float GetBackwardYaw(player_t* player) {
return math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y - 180.f;
}
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;
// side == -1
}
else if (sidealternative == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
// side == 1
}
Autowalled = true;
}
}
}
}
}
}
void resolver::resolve_yaw()
{
player_info_t player_info;
auto animstate = player->get_animation_state();
if (!animstate)
return;
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y);
if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
return;
if (!g_ctx.local()->is_alive())
return;
auto idx = player->EntIndex();
if (g_cfg.ragebot.resolver)
return;
// для измерение игрока и т.д
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;
// сам ресик...
if (g_ctx.globals.missed_shots[idx] == 0)
{
if (forward) {
FreestandSide[idx] *= -1;
}
else
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 90.f * FreestandSide[idx]);
}
else if (!(player->m_fFlags() & FL_ONGROUND)) {
switch (g_ctx.globals.missed_shots[idx] % 2) {
case 0:
if (forward)
player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND;
else
player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST;
break;
case 1:
if (forward)
player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST;
else
player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND;
break;
}
}
else {
switch (g_ctx.globals.missed_shots[idx] % 2) {
case 0:
if (forward)
player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST2 : RESOLVER_SECOND2;
else
player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND2 : RESOLVER_FIRST2;
break;
case 1:
if (forward)
player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND2 : RESOLVER_FIRST2;
else
player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST2 : RESOLVER_SECOND2;
break;
}
}
}
float resolver::resolve_pitch()
{
return original_pitch;
}
если у тя деф ресик лв то не удивляйся брухОн наврятли есть потому что чит не фиксит легит аа с 10 пули
У тебя есть брутфорс, всё нормально с этим.Резольвера?
Если резольвера то вот:
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" // resolver create by. AKIOHIDE && FL1PP 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; } float GetBackwardYaw(player_t* player) { return math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y - 180.f; } 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; // side == -1 } else if (sidealternative == 1) { HitSide2 = true; FreestandSide[idx] = 1; // side == 1 } Autowalled = true; } } } } } } void resolver::resolve_yaw() { player_info_t player_info; auto animstate = player->get_animation_state(); if (!animstate) return; animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y); if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info)) return; if (!g_ctx.local()->is_alive()) return; auto idx = player->EntIndex(); if (g_cfg.ragebot.resolver) return; // для измерение игрока и т.д 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; // сам ресик... if (g_ctx.globals.missed_shots[idx] == 0) { if (forward) { FreestandSide[idx] *= -1; } else animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 90.f * FreestandSide[idx]); } else if (!(player->m_fFlags() & FL_ONGROUND)) { switch (g_ctx.globals.missed_shots[idx] % 2) { case 0: if (forward) player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND; else player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST; break; case 1: if (forward) player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST; else player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND; break; } } else { switch (g_ctx.globals.missed_shots[idx] % 2) { case 0: if (forward) player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST2 : RESOLVER_SECOND2; else player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND2 : RESOLVER_FIRST2; break; case 1: if (forward) player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND2 : RESOLVER_FIRST2; else player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST2 : RESOLVER_SECOND2; break; } } } float resolver::resolve_pitch() { return original_pitch; }
lw v2?Резольвера?
Если резольвера то вот:
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" // resolver create by. AKIOHIDE && FL1PP 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; } float GetBackwardYaw(player_t* player) { return math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y - 180.f; } 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; // side == -1 } else if (sidealternative == 1) { HitSide2 = true; FreestandSide[idx] = 1; // side == 1 } Autowalled = true; } } } } } } void resolver::resolve_yaw() { player_info_t player_info; auto animstate = player->get_animation_state(); if (!animstate) return; animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y); if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info)) return; if (!g_ctx.local()->is_alive()) return; auto idx = player->EntIndex(); if (g_cfg.ragebot.resolver) return; // для измерение игрока и т.д 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; // сам ресик... if (g_ctx.globals.missed_shots[idx] == 0) { if (forward) { FreestandSide[idx] *= -1; } else animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 90.f * FreestandSide[idx]); } else if (!(player->m_fFlags() & FL_ONGROUND)) { switch (g_ctx.globals.missed_shots[idx] % 2) { case 0: if (forward) player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND; else player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST; break; case 1: if (forward) player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND : RESOLVER_FIRST; else player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST : RESOLVER_SECOND; break; } } else { switch (g_ctx.globals.missed_shots[idx] % 2) { case 0: if (forward) player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST2 : RESOLVER_SECOND2; else player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND2 : RESOLVER_FIRST2; break; case 1: if (forward) player_record->side == FreestandSide[idx] == 1 ? RESOLVER_SECOND2 : RESOLVER_FIRST2; else player_record->side == FreestandSide[idx] == -1 ? RESOLVER_FIRST2 : RESOLVER_SECOND2; break; } } } float resolver::resolve_pitch() { return original_pitch; }
Я понял, спасибо, а вообще что нужно знать что бы написать резик который хоть что то будет фиксить?У тебя есть брутфорс, всё нормально с этим.
c++ и сдк игры поизучатьЯ понял, спасибо, а вообще что нужно знать что бы написать резик который хоть что то будет фиксить?
Благодарюc++ и сдк игры поизучать
switch (ctx::cheats::engine::aimbot.get()->missed_shots(false) % 2)
{
case 0:
player->animstate->goalfeetyaw = 58.f;
break;
case 1:
player->animstate->goalfeetyaw = -58.f;
break;
}
Спасибо папаша за этот брутфорс без детекта сайда и даже скорости.Как сделать брутфорс?
C++:switch (ctx::cheats::engine::aimbot.get()->missed_shots(false) % 2) { case 0: player->animstate->goalfeetyaw = 58.f; break; case 1: player->animstate->goalfeetyaw = -58.f; break; }
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz