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Исходник PROJECT-THUNDER All resolvers

  • Автор темы Автор темы Rapt0r
  • Дата начала Дата начала
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Забаненный
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Оффлайн
Регистрация
25 Мар 2017
Сообщения
12
Реакции
12
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
All resolvers from project-thunder kappa :D
Код:
Expand Collapse Copy
#include "Resolver.h"

int Globals::Shots = 0;
bool Globals::change;
CUserCmd* Globals::UserCmd;
int Globals::TargetID;
IClientEntity* Globals::Target;
float YawDelta[64];
float reset[64];
float Delta[64];
float OldLowerBodyYaw[64];
float Resolved_angles[64];
int iSmart;
static int jitter = -1;
void NormalizedAngle(float& flAngle)
{
    if (std::isnan(flAngle)) flAngle = 0.0f;
    if (std::isinf(flAngle)) flAngle = 0.0f;

    float flRevolutions = flAngle / 360;

    if (flAngle > 180 || flAngle < -180)
    {
        if (flRevolutions < 0)
            flRevolutions = -flRevolutions;

        flRevolutions = round(flRevolutions);

        if (flAngle < 0)
            flAngle = (flAngle + 360 * flRevolutions);
        else
            flAngle = (flAngle - 360 * flRevolutions);
    }
}
float RandomFloat(float min, float max)
{
    typedef float(*RandomFloat_t)(float, float);
    return ((RandomFloat_t)GetProcAddress(GetModuleHandle("vstdlib.dll"), "RandomFloat")) (min, max);
}

void R::Resolve()
{
    IClientEntity *pLocal = Interfaces::EntList->GetClientEntity(Interfaces::Engine->GetLocalPlayer());

    for (int i = 0; i < Interfaces::EntList->GetHighestEntityIndex(); ++i) {

        IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);

        if (!pEntity || pEntity->IsDormant() || !pEntity->IsAlive())
            continue;

        if (pEntity->GetTeamNum() == pLocal->GetTeamNum() || !pLocal->IsAlive())
            continue;

        player_info_t pTemp;
        if (!Interfaces::Engine->GetPlayerInfo(i, &pTemp))
            continue;

        Vector* EyeYaw = pEntity->GetEyeAnglesPointer();

        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 1 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            static bool isMoving;
            float PlayerIsMoving = abs(pEntity->GetVelocity().Length());
            if (PlayerIsMoving > 0.1) isMoving = true;
            else if (PlayerIsMoving <= 0.1) isMoving = false;

            static float StoredLBY = 0.0f;
            static bool bLowerBodyIsUpdated;
            if (pEntity->GetLowerBodyYaw() != StoredLBY) bLowerBodyIsUpdated = true;
            else bLowerBodyIsUpdated = false;

            float bodyeyedelta = pEntity->GetEyeAngles().y - pEntity->GetLowerBodyYaw();

            if (bLowerBodyIsUpdated || isMoving || fabsf(bodyeyedelta) >= 35.0f)
            {
                EyeYaw->y = pEntity->GetLowerBodyYaw();
                StoredLBY = pEntity->GetLowerBodyYaw();
            }

            else
            {
                if (fabsf(bodyeyedelta) < 35.0f && fabsf(bodyeyedelta) > 0.0f)
                    EyeYaw->y = pEntity->GetLowerBodyYaw() + bodyeyedelta;
            }
        }

        Vector* eyeAngles = pEntity->GetEyeAnglesPointer();

        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 2 && eyeAngles->y != pEntity->GetLowerBodyYaw() || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            int value = (iSmart) % 73/*13%*/;
            switch (value) {
            case 0: eyeAngles->y += 0.0f; break;
            case 1: eyeAngles->y += 10; break;
            case 2: eyeAngles->y += 20; break;
            case 3: eyeAngles->y += 30; break;
            case 4: eyeAngles->y += 40; break;
            case 5: eyeAngles->y += 50; break;
            case 6: eyeAngles->y += 60; break;
            case 7: eyeAngles->y += 70; break;
            case 8: eyeAngles->y += 80; break;
            case 9: eyeAngles->y += 90; break;
            case 10: eyeAngles->y += 100; break;
            case 11: eyeAngles->y += 110; break;
            case 12: eyeAngles->y += 120; break;
            case 13: eyeAngles->y += 130; break;
            case 14: eyeAngles->y += 140; break;
            case 15: eyeAngles->y += 150; break;
            case 16: eyeAngles->y += 160; break;
            case 17: eyeAngles->y += 170; break;
            case 18: eyeAngles->y += 180; break;
            case 19: eyeAngles->y += 190; break;
            case 20: eyeAngles->y += 200; break;
            case 21: eyeAngles->y += 210; break;
            case 22: eyeAngles->y += 220; break;
            case 23: eyeAngles->y += 230; break;
            case 24: eyeAngles->y += 240; break;
            case 25: eyeAngles->y += 250; break;
            case 26: eyeAngles->y += 260; break;
            case 27: eyeAngles->y += 270; break;
            case 28: eyeAngles->y += 280; break;
            case 29: eyeAngles->y += 290; break;
            case 30: eyeAngles->y += 300; break;
            case 31: eyeAngles->y += 310; break;
            case 32: eyeAngles->y += 320; break;
            case 33: eyeAngles->y += 330; break;
            case 34: eyeAngles->y += 340; break;
            case 35: eyeAngles->y += 350; break;
            case 36: eyeAngles->y += 360; break;
            case 37: eyeAngles->y += 0.0f; break;
            case 38: eyeAngles->y -= 10; break;
            case 39: eyeAngles->y -= 20; break;
            case 40: eyeAngles->y -= 30; break;
            case 41: eyeAngles->y -= 40; break;
            case 42: eyeAngles->y -= 50; break;
            case 43: eyeAngles->y -= 60; break;
            case 44: eyeAngles->y -= 70; break;
            case 45: eyeAngles->y -= 80; break;
            case 46: eyeAngles->y -= 90; break;
            case 47: eyeAngles->y -= 100; break;
            case 48: eyeAngles->y -= 110; break;
            case 49: eyeAngles->y -= 120; break;
            case 50: eyeAngles->y -= 130; break;
            case 51: eyeAngles->y -= 140; break;
            case 52: eyeAngles->y -= 150; break;
            case 53: eyeAngles->y -= 160; break;
            case 54: eyeAngles->y -= 170; break;
            case 55: eyeAngles->y -= 180; break;
            case 56: eyeAngles->y -= 190; break;
            case 57: eyeAngles->y -= 200; break;
            case 58: eyeAngles->y -= 210; break;
            case 59: eyeAngles->y -= 220; break;
            case 60: eyeAngles->y -= 230; break;
            case 61: eyeAngles->y -= 240; break;
            case 62: eyeAngles->y -= 250; break;
            case 63: eyeAngles->y -= 260; break;
            case 64: eyeAngles->y -= 270; break;
            case 65: eyeAngles->y -= 280; break;
            case 66: eyeAngles->y -= 290; break;
            case 67: eyeAngles->y -= 300; break;
            case 68: eyeAngles->y -= 310; break;
            case 69: eyeAngles->y -= 320; break;
            case 70: eyeAngles->y -= 330; break;
            case 71: eyeAngles->y -= 340; break;
            case 72: eyeAngles->y -= 350; break;
            case 73: eyeAngles->y -= 360; break;
                if (jitter)
                    eyeAngles->y += 90;
                else
                    eyeAngles->y + 90;
                break;
                if (jitter)
                    eyeAngles->y -= 90;
                else
                    eyeAngles->y = -90;
                break;
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 3 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* ent = Interfaces::EntList->GetClientEntity(i);

            for (int i = 0; i < 32; i++) {
                if (!pEntity || !pEntity->IsAlive() || !(pEntity->GetEyeAngles().y >= 85.f && pEntity->GetEyeAngles().y <= 89.f))
                    continue;

                float CurYaw = pEntity->GetLowerBodyYaw();
                if (OldLowerBodyYaw[i] != CurYaw) {
                    Delta[i] = pEntity->GetEyeAngles().y - CurYaw;
                    OldLowerBodyYaw[i] = CurYaw;
                    *(float*)((uintptr_t)ent + 0xAA08 + 4) = CurYaw;
                    continue;
                }
                else {
                    *(float*)((uintptr_t)ent + 0xAA08 + 4) = pEntity->GetEyeAngles().y - Delta[i];
                }

                float yClamped = pEntity->GetEyeAngles().y;
                while (yClamped < -180.0f)
                    yClamped += 360.0f;

                while (yClamped > 180.0f)
                    yClamped -= 360.0f;
                *(float*)((uintptr_t)ent + 0xAA08 + 4) = yClamped;
            }
            Resolved_angles[i] = *(float*)((uintptr_t)ent + 0xAA08 + 4);
        }

        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 4 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            int shoots = Globals::Shots;
            if (shoots == 4)
            {
                eyeAngles->y += 45;
                shoots = 0;
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 5 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
            int num = Globals::Shots % 4;
            switch (num)
            {
            case 0:eyeAngles->y = rand() % 360; break;
            case 1:eyeAngles->y = 0; break;
            case 2:eyeAngles->y = rand() % 180; break;
            case 3:eyeAngles->y = 180; break;
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 6 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* pClient = (IClientEntity*)Interfaces::EntList->GetClientEntity(i);
            Vector* eyeAngles = pEntity->GetEyeAnglesPointer();
            Vector* angs = pClient->GetEyeAnglesPointer();
            static float OldLowerBodyYaws[64];
            static float OldYawDeltas[64];
            angs->y = pClient->GetLowerBodyYaw();
            float CurYaw = pClient->GetLowerBodyYaw();
            if (OldLowerBodyYaws[i] != CurYaw) {
                OldYawDeltas[i] = eyeAngles->y - CurYaw;
                OldLowerBodyYaws[i] = CurYaw;
                eyeAngles->y = CurYaw;
                continue;
            }
            else {
                eyeAngles->y = eyeAngles->y - OldYawDeltas[i];
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 7 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* ent = (IClientEntity*)Interfaces::EntList->GetClientEntity(i);
            static float time_at_update[65];
            int index = ent->GetIndex();
            float LowerYaw = ent->GetLowerBodyYaw();
            static float flTemp[65];
            static float OldLowerBodyYawsX[65];
            static float resolved_yaw[65];
            static float OldYawDeltasX[65];
            const CRecvProxyData *pData;
            float flYaw = pData->m_Value.m_Float;
            float simTime_since_lby_update = ent->GetSimulationTime() - time_at_update[index];

            if (OldLowerBodyYawsX[index] != LowerYaw)
            {
                OldYawDeltasX[index] = LowerYaw - OldLowerBodyYawsX[index];
                OldLowerBodyYawsX[index] = LowerYaw;
                time_at_update[index] = ent->GetSimulationTime();

                if (ent->GetVelocity().Length2D() > 0.1f && ent->GetFlags() & FL_ONGROUND)
                {
                    flTemp[index] = LowerYaw;
                    OldLowerBodyYawsX[index] = LowerYaw;
                }
                else
                {
                    flTemp[index] = OldLowerBodyYawsX[index];
                }
            }
            else
            {
                flTemp[index] = LowerYaw - OldYawDeltasX[index];
            }

            float FixedResolve = flTemp[index];

            NormalizedAngle(FixedResolve);

            if (simTime_since_lby_update > 1.125f)
            {
                flYaw = FixedResolve;
            }
            else
            {
                if (simTime_since_lby_update <= 0.57f) // if it wasnt long ago that lby updated, just check nearby
                {
                    resolved_yaw[index] = FixedResolve + RandomFloat(-35, 35);    // -35.0 - 35.0
                }
                else // if its getting old info, check in a wider area
                {
                    resolved_yaw[index] = FixedResolve + RandomFloat(-90, 90);
                }
                flYaw = resolved_yaw[index];
            }
        }
        if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 8 || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            IClientEntity* pClient = (IClientEntity*)Interfaces::EntList->GetClientEntity(i);
            CCacheAngle aCacheAngle[64];
            float flYaw = pClient->GetLowerBodyYaw();
            if (!pClient->IsDormant()) {
                float flCurTime = Interfaces::Globals->curtime;
                static float flTimeUpdate = 0.5f;
                static float flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (flCurTime >= flNextTimeUpdate) {
                    aCacheAngle[i].bFlip = !aCacheAngle[i].bFlip;
                }

                if (flNextTimeUpdate < flCurTime || flNextTimeUpdate - flCurTime > 10.f)
                    flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (aCacheAngle[i].bFlip)
                {
                    flYaw += 35.f;
                }
                else {
                    flYaw -= 35.f;
                }
            }

            eyeAngles->y = flYaw;
        }
        if (Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1) //pitch
        {
            std::string strPitch = std::to_string(EyeYaw->x);

            if (EyeYaw->x < -179.f) EyeYaw->x += 360.f;
            else if (EyeYaw->x > 90.0 || EyeYaw->x < -90.0) EyeYaw->x = 89.f;
            else if (EyeYaw->x > 89.0 && EyeYaw->x < 91.0) EyeYaw->x -= 90.f;
            else if (EyeYaw->x > 179.0 && EyeYaw->x < 181.0) EyeYaw->x -= 180;
            else if (EyeYaw->x > -179.0 && EyeYaw->x < -181.0) EyeYaw->x += 180;
            else if (fabs(EyeYaw->x) == 0) EyeYaw->x = std::copysign(89.0f, EyeYaw->x);
        }
    }
}
 
БЛЭТБ АХАХАХА В МОЕМ ИСХОДЕ ТАКИЕ ЖЕ РЕСОЛЬВЕРЫ XDDD
 
БЛЭТБ АХАХАХА В МОЕМ ИСХОДЕ ТАКИЕ ЖЕ РЕСОЛЬВЕРЫ XDDD
Походу кто-то по углам копирует , вставляет, пастит
 
Код:
Expand Collapse Copy
if (Menu::Window.RageBotTab.AccuracyResolverYaw.GetIndex() == 2 && eyeAngles->y != pEntity->GetLowerBodyYaw() || Menu::Window.RageBotTab.AccuracyResolverPitch.GetIndex() == 1)
        {
            int value = (iSmart) % 73/*13%*/;
            switch (value) {
            case 0: eyeAngles->y += 0.0f; break;
            case 1: eyeAngles->y += 10; break;
            case 2: eyeAngles->y += 20; break;
            case 3: eyeAngles->y += 30; break;
            case 4: eyeAngles->y += 40; break;
            case 5: eyeAngles->y += 50; break;
            case 6: eyeAngles->y += 60; break;
            case 7: eyeAngles->y += 70; break;
            case 8: eyeAngles->y += 80; break;
            case 9: eyeAngles->y += 90; break;
            case 10: eyeAngles->y += 100; break;
            case 11: eyeAngles->y += 110; break;
            case 12: eyeAngles->y += 120; break;
            case 13: eyeAngles->y += 130; break;
            case 14: eyeAngles->y += 140; break;
            case 15: eyeAngles->y += 150; break;
            case 16: eyeAngles->y += 160; break;
            case 17: eyeAngles->y += 170; break;
            case 18: eyeAngles->y += 180; break;
            case 19: eyeAngles->y += 190; break;
            case 20: eyeAngles->y += 200; break;
            case 21: eyeAngles->y += 210; break;
            case 22: eyeAngles->y += 220; break;
            case 23: eyeAngles->y += 230; break;
            case 24: eyeAngles->y += 240; break;
            case 25: eyeAngles->y += 250; break;
            case 26: eyeAngles->y += 260; break;
            case 27: eyeAngles->y += 270; break;
            case 28: eyeAngles->y += 280; break;
            case 29: eyeAngles->y += 290; break;
            case 30: eyeAngles->y += 300; break;
            case 31: eyeAngles->y += 310; break;
            case 32: eyeAngles->y += 320; break;
            case 33: eyeAngles->y += 330; break;
            case 34: eyeAngles->y += 340; break;
            case 35: eyeAngles->y += 350; break;
            case 36: eyeAngles->y += 360; break;
            case 37: eyeAngles->y += 0.0f; break;
            case 38: eyeAngles->y -= 10; break;
            case 39: eyeAngles->y -= 20; break;
            case 40: eyeAngles->y -= 30; break;
            case 41: eyeAngles->y -= 40; break;
            case 42: eyeAngles->y -= 50; break;
            case 43: eyeAngles->y -= 60; break;
            case 44: eyeAngles->y -= 70; break;
            case 45: eyeAngles->y -= 80; break;
            case 46: eyeAngles->y -= 90; break;
            case 47: eyeAngles->y -= 100; break;
            case 48: eyeAngles->y -= 110; break;
            case 49: eyeAngles->y -= 120; break;
            case 50: eyeAngles->y -= 130; break;
            case 51: eyeAngles->y -= 140; break;
            case 52: eyeAngles->y -= 150; break;
            case 53: eyeAngles->y -= 160; break;
            case 54: eyeAngles->y -= 170; break;
            case 55: eyeAngles->y -= 180; break;
            case 56: eyeAngles->y -= 190; break;
            case 57: eyeAngles->y -= 200; break;
            case 58: eyeAngles->y -= 210; break;
            case 59: eyeAngles->y -= 220; break;
            case 60: eyeAngles->y -= 230; break;
            case 61: eyeAngles->y -= 240; break;
            case 62: eyeAngles->y -= 250; break;
            case 63: eyeAngles->y -= 260; break;
            case 64: eyeAngles->y -= 270; break;
            case 65: eyeAngles->y -= 280; break;
            case 66: eyeAngles->y -= 290; break;
            case 67: eyeAngles->y -= 300; break;
            case 68: eyeAngles->y -= 310; break;
            case 69: eyeAngles->y -= 320; break;
            case 70: eyeAngles->y -= 330; break;
            case 71: eyeAngles->y -= 340; break;
            case 72: eyeAngles->y -= 350; break;
            case 73: eyeAngles->y -= 360; break;
                if (jitter)
                    eyeAngles->y += 90;
                else
                    eyeAngles->y + 90;
                break;
                if (jitter)
                    eyeAngles->y -= 90;
                else
                    eyeAngles->y = -90;
                break;
            }
        }
пиздец
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ну как вам резольвер?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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