нет наверное ведь они не знают даже обстрактный классну хоть инвентори ченджер в пастах теперь будет
нет наверное ведь они не знают даже обстрактный классну хоть инвентори ченджер в пастах теперь будет
/delВ посте сурс даже наверно за 2019 год примерно (если не 2018).
Если будет настроение, солью сурс с этим меню)
меню тут ав в4, что за скрины ты дал в душе не ебу, скины чит парсит с нынешнего сайтаПо сути это слив хайда отсюда - https://yougame.biz/threads/124117/ (или https://yougame.biz/threads/145215/)
Просто обновленный под последнюю версию игры, и то не полностью, но большинство функций все же работает.
Абсолютно ничего интересного на данный момент из себя не представляет. Оттуда даже взять нечего.
Инвентариченджер?
Так он парсит все с их старого сайта, а так как того сайта больше не существует, то ив бесполезен тут, для него проще старый слипченджер пофиксить.
Это какой-то прикол или ты даже не смотрел что публиковал?)меню тут ав в4, что за скрины ты дал в душе не ебу, скины чит парсит с нынешнего сайта
так это резолтвер хуо 100% + еще я делал брутфорс на негоresolver
C++:#pragma once namespace resolver { bool use_freestand_angle[65]; float freestand_angle[65]; Vector abs_origin_backup; float pitch_hit[65]; void animation_fix(CBasePlayer* local, CBasePlayer* player) { static float old_sim_time[MAX_PLAYERS]; static float stored_sim_time[MAX_PLAYERS]; static float shot_time[MAX_PLAYERS]; static float side_time[MAX_PLAYERS][3]; static int last_desync_side[MAX_PLAYERS]; static bool delaying[MAX_PLAYERS]; static AnimationLayer stored_layers[MAX_PLAYERS][15]; static CAnimState* stored_anim_state[MAX_PLAYERS]; static Vector old_eye_angles[MAX_PLAYERS]; static float old_goal_feet_yaw[MAX_PLAYERS]; float* pos_params = (float*)((uintptr_t)player + 0x2774); bool shot = false; static bool jittering[MAX_PLAYERS]; auto* anim_state = player->get_anim_state(); if (!anim_state || !player->get_anim_overlays() || !pos_params) return; auto remap_val = [](float val, float A, float B, float C, float D) -> float { if (A == B) return val >= B ? D : C; return C + (D - C) * (val - A) / (B - A); }; if (stored_sim_time[player->GetIndex()] != player->get_simulation_time()) { jittering[player->GetIndex()] = false; player->get_client_animations() = true; player->UpdateClientSideAnimation(); memcpy(stored_layers[player->GetIndex()], player->get_anim_overlays(), sizeof(AnimationLayer) * 15); old_goal_feet_yaw[player->GetIndex()] = anim_state->m_flGoalFeetYaw; auto weapon = player->get_weapon(); if (weapon && !weapon->get_item_def_index().is_knife() && !weapon->get_item_def_index().is_grenade()) { if (shot_time[player->GetIndex()] != weapon->get_last_shot_time()) { shot = true; shot_time[player->GetIndex()] = weapon->get_last_shot_time(); } else shot = false; } else { shot = false; shot_time[player->GetIndex()] = 0.f; } float ang_to_local = Math::NormalizeYaw(Math::CalculateAngle(local->GetOrigin(), player->GetOrigin()).y); float back = Math::NormalizeYaw(ang_to_local); float desync_fix = 0; float resim = Math::NormalizeYaw((0.24f / (player->get_simulation_time() - old_sim_time[player->GetIndex()]))*(old_eye_angles[player->GetIndex()].y - player->get_eye_angles().y)); if (resim > 58.f) resim = 58.f; if (resim < -58.f) resim = -58.f; if (player->get_velocity().Length2D() > 0.5f && !shot) { float delta = Math::NormalizeYaw(Math::NormalizeYaw(Math::CalculateAngle(Vector(0, 0, 0), player->get_velocity()).y) - Math::NormalizeYaw(Math::NormalizeYaw(anim_state->m_flGoalFeetYaw + remap_val(pos_params[11], 0, 1, -60, 60)) + resim)); int current_side = 0; if (delta < 0) { current_side = 1; side_time[player->GetIndex()][1] = g_globals->curtime; } else if (delta > 0) { current_side = 2; side_time[player->GetIndex()][2] = g_globals->curtime; } if (last_desync_side[player->GetIndex()] == 1) { resim += (58.f - resim); desync_fix += (58.f - resim); } if (last_desync_side[player->GetIndex()] == 2) { resim += (-58.f - resim); desync_fix += (-58.f - resim); } if (last_desync_side[player->GetIndex()] != current_side) { delaying[player->GetIndex()] = true; if (0.5f < (g_globals->curtime - side_time[player->GetIndex()][last_desync_side[player->GetIndex()]])) { last_desync_side[player->GetIndex()] = current_side; delaying[player->GetIndex()] = false; } } if (!delaying[player->GetIndex()]) last_desync_side[player->GetIndex()] = current_side; } else if (!shot) { float brute = use_freestand_angle[player->GetIndex()] ? Math::NormalizeYaw(back + freestand_angle[player->GetIndex()]) : player->get_lower_body_yaw(); float delta = Math::NormalizeYaw(Math::NormalizeYaw(brute - Math::NormalizeYaw(Math::NormalizeYaw(anim_state->m_flGoalFeetYaw + remap_val(pos_params[11], 0, 1, -60, 60))) + resim)); if (delta > 58.f) delta = 58.f; if (delta < -58.f) delta = -58.f; resim += delta; desync_fix += delta; if (resim > 58.f) resim = 58.f; if (resim < -58.f) resim = -58.f; } float equalized = Math::NormalizeYaw(Math::NormalizeYaw(anim_state->m_flGoalFeetYaw + remap_val(pos_params[11], 0, 1, -60, 60)) + resim); float jitter_delta = fabs(Math::NormalizeYaw(old_eye_angles[player->GetIndex()].y - player->get_eye_angles().y)); if (jitter_delta >= 70.f && !shot) jittering[player->GetIndex()] = true; if (player->get_flags() & FL_ONGROUND) { if (jittering[player->GetIndex()]) anim_state->m_flGoalFeetYaw = Math::NormalizeYaw(player->get_eye_angles().y + desync_fix); else anim_state->m_flGoalFeetYaw = equalized; player->get_lower_body_yaw() = anim_state->m_flGoalFeetYaw; } stored_anim_state[player->GetIndex()] = anim_state; old_eye_angles[player->GetIndex()] = player->get_eye_angles(); old_sim_time[player->GetIndex()] = stored_sim_time[player->GetIndex()]; stored_sim_time[player->GetIndex()] = player->get_simulation_time(); } player->get_client_animations() = false; if (player->get_flags() & FL_ONGROUND) player->get_lower_body_yaw() = anim_state->m_flGoalFeetYaw; anim_state = stored_anim_state[player->GetIndex()]; memcpy(player->get_anim_overlays(), stored_layers[player->GetIndex()], sizeof(AnimationLayer) * 15); if ((player->get_flags() & FL_ONGROUND) && jittering[player->GetIndex()]) player->SetAbsAngles(Vector(0, player->get_eye_angles().y, 0)); else player->SetAbsAngles(Vector(0, old_goal_feet_yaw[player->GetIndex()], 0)); *reinterpret_cast<int*>(uintptr_t(player) + 0xA30) = g_globals->framecount; *reinterpret_cast<int*>(uintptr_t(player) + 0xA28) = 0; } void handle_hits(CBasePlayer* player) { auto net_channel = g_engine->get_net_channel_info(); if (!net_channel) return; static float pred_time[65]; static bool init[65]; if (G::shot[player->GetIndex()]) { if (init[player->GetIndex()]) { pitch_hit[player->GetIndex()] = player->get_eye_angles().x; pred_time[player->GetIndex()] = g_globals->curtime + net_channel->GetAvgLatency(FLOW_INCOMING) + net_channel->GetAvgLatency(FLOW_OUTGOING) + TICKS_TO_TIME(1) + TICKS_TO_TIME(g_engine->get_net_channel()->m_nChokedPackets); init[player->GetIndex()] = false; } if (g_globals->curtime > pred_time[player->GetIndex()] && !G::hit[player->GetIndex()]) { G::missed_shots[player->GetIndex()] += 1; G::shot[player->GetIndex()] = false; } else if (g_globals->curtime <= pred_time[player->GetIndex()] && G::hit[player->GetIndex()]) G::shot[player->GetIndex()] = false; } else init[player->GetIndex()] = true; G::hit[player->GetIndex()] = false; } void run_resolver(CBasePlayer* local) { if (!options::rage::resolver) return; if (local->get_health() < 1) return; auto weapon = local->get_weapon(); if (!weapon || weapon->get_item_def_index().is_knife() || weapon->get_item_def_index().is_grenade()) return; for (auto i = 1; i < g_engine->get_max_clients(); ++i) { auto player = GET_PLAYER(i); if (!player->is_valid(options::rage::death_match)) { use_freestand_angle[i] = false; continue; } if (abs(player->get_velocity().Length2D()) > 29.f) use_freestand_angle[player->GetIndex()] = false; if (abs(player->get_velocity().Length2D()) <= 29.f && !use_freestand_angle[player->GetIndex()]) { bool autowalled = false, hit_side_1 = false, hit_side_2 = false; float ang_to_local = Math::CalculateAngle(local->GetOrigin(), player->GetOrigin()).y; Vector view_point = local->GetOrigin() + Vector(0, 0, 90); Vector side_1 = { (45 * sin(Math::Deg2Rad(ang_to_local))), (45 * cos(Math::Deg2Rad(ang_to_local))), 0 }; Vector side_2 = { (45 * sin(Math::Deg2Rad(ang_to_local + 180))) ,(45 * cos(Math::Deg2Rad(ang_to_local + 180))), 0 }; Vector side_3 = { (50 * sin(Math::Deg2Rad(ang_to_local))),(50 * cos(Math::Deg2Rad(ang_to_local))), 0 }; Vector side_4 = { (50 * sin(Math::Deg2Rad(ang_to_local + 180))) ,(50 * cos(Math::Deg2Rad(ang_to_local + 180))), 0 }; Vector origin = player->GetOrigin(); Vector origin_left_right[] = { Vector(side_1.x, side_1.y, 0), Vector(side_2.x, side_2.y, 0) }; Vector origin_left_right_local[] = { Vector(side_3.x, side_3.y, 0), Vector(side_4.x, side_4.y, 0) }; for (auto side = 0; side < 2; side++) { Vector origin_autowall = { origin.x + origin_left_right[side].x, origin.y - origin_left_right[side].y , origin.z + 90 }; Vector origin_autowall_2 = { view_point.x + origin_left_right_local[side].x, view_point.y - origin_left_right_local[side].y , view_point.z }; if (auto_wall::can_hit_floating_point(origin_autowall, view_point)) { if (side == 0) { hit_side_1 = true; freestand_angle[player->GetIndex()] = 90; } else if (side == 1) { hit_side_2 = true; freestand_angle[player->GetIndex()] = -90; } autowalled = true; } else { for (auto side_2 = 0; side_2 < 2; side_2++) { Vector origin_autowall_3 = { origin.x + origin_left_right[side_2].x, origin.y - origin_left_right[side_2].y , origin.z + 90 }; if (auto_wall::can_hit_floating_point(origin_autowall_3, origin_autowall_2)) { if (side_2 == 0) { hit_side_1 = true; freestand_angle[player->GetIndex()] = 90; } else if (side_2 == 1) { hit_side_2 = true; freestand_angle[player->GetIndex()] = -90; } autowalled = true; } } } } if (autowalled) { if (hit_side_1 && hit_side_2) use_freestand_angle[player->GetIndex()] = false; else use_freestand_angle[player->GetIndex()] = true; } } } } void fsn_resolver(CBasePlayer* local, ClientFrameStage_t stage) { if (!options::rage::resolver) return; if (!local || !g_engine->is_in_game()) return; for (auto i = 1; i < g_engine->get_max_clients(); ++i) { auto player = GET_PLAYER(i); if (!player->is_valid(options::rage::death_match)) continue; if (stage == FRAME_RENDER_START) { handle_hits(player); animation_fix(local, player); } if (stage == FRAME_NET_UPDATE_END) { auto var_map = reinterpret_cast<uintptr_t>(player) + 36; auto var_map_size = *reinterpret_cast<int*>(var_map + 20); for (auto index = 0; index < var_map_size; index++) *reinterpret_cast<uintptr_t*>(*reinterpret_cast<uintptr_t*>(var_map) + index * 12) = 0; } } } }
please upload to another siteсурс от 30.06.2020
Из интересного тут только инвентори ченджер
Пожалуйста, авторизуйтесь для просмотра ссылки.
Реально крашит?crashing
Мне нужен этот сурсВ посте сурс даже наверно за 2019 год примерно (если не 2018).
Если будет настроение, солью сурс с этим меню)
are you dumb or smth this source is almost three years old wtf do you expectcrashing
No shit....are you dumb or smth this source is almost three years old wtf do you expect
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