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Автор темы
- #1
Держите бич ресольвер тапает скитоневер евольвоталити и все остальные нн пасты
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;
}
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