Вопрос Как сделать брутфорс?

Начинающий
Статус
Оффлайн
Регистрация
13 Сен 2020
Сообщения
12
Реакции[?]
1
Поинты[?]
0
Всем 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
 
Пользователь
Статус
Оффлайн
Регистрация
28 Янв 2020
Сообщения
254
Реакции[?]
94
Поинты[?]
1K
Легенда форума
Статус
Оффлайн
Регистрация
10 Дек 2018
Сообщения
4,381
Реакции[?]
2,284
Поинты[?]
189K
Это не готовый ресольвер, ты с ним ничего не сможешь сделать.

Лучше поучи хотя бы азы C++, чем пастить ресольверы, это полезнее будет.
 
Начинающий
Статус
Оффлайн
Регистрация
13 Сен 2020
Сообщения
12
Реакции[?]
1
Поинты[?]
0
Это не готовый ресольвер, ты с ним ничего не сможешь сделать.

Лучше поучи хотя бы азы C++, чем пастить ресольверы, это полезнее будет.
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
 
Легенда форума
Статус
Оффлайн
Регистрация
10 Дек 2018
Сообщения
4,381
Реакции[?]
2,284
Поинты[?]
189K
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
Так любой ресольвер по умолчанию содержит в себе брут.
Убедись, что у тебя он уже есть...
 
Начинающий
Статус
Оффлайн
Регистрация
13 Сен 2020
Сообщения
12
Реакции[?]
1
Поинты[?]
0
Начинающий
Статус
Оффлайн
Регистрация
13 Сен 2020
Сообщения
12
Реакции[?]
1
Поинты[?]
0
Если он не в одну точку стреляет, значит есть...
Скинь код
Резольвера?
Если он не в одну точку стреляет, значит есть...
Скинь код
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;
}
 
Последнее редактирование:
Легенда форума
Статус
Оффлайн
Регистрация
10 Дек 2018
Сообщения
4,381
Реакции[?]
2,284
Поинты[?]
189K
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;
}
У тебя есть брутфорс, всё нормально с этим.
 
...
Пользователь
Статус
Оффлайн
Регистрация
25 Май 2020
Сообщения
291
Реакции[?]
41
Поинты[?]
0
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?
перепасти что-нибудь другое, брутфорс икфакова и то будет пизже
 
Начинающий
Статус
Оффлайн
Регистрация
13 Сен 2020
Сообщения
12
Реакции[?]
1
Поинты[?]
0
...
Пользователь
Статус
Оффлайн
Регистрация
25 Май 2020
Сообщения
291
Реакции[?]
41
Поинты[?]
0
Пользователь
Статус
Оффлайн
Регистрация
3 Июл 2019
Сообщения
137
Реакции[?]
77
Поинты[?]
2K
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;
}
 
Легенда форума
Статус
Оффлайн
Регистрация
10 Дек 2018
Сообщения
4,381
Реакции[?]
2,284
Поинты[?]
189K
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;
}
Спасибо папаша за этот брутфорс без детекта сайда и даже скорости.

Автор темы, не пасть это, пожалуйста.
 
Сверху Снизу