-
Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1>Resolver.cpp
1>Resolver.cpp(29): error C2374: pEnt: переопределение; множественная инициализация
1>Resolver.cpp(9): note: см. объявление "pEnt"
1>Resolver.cpp(82): error C2228: выражение слева от ".y" должно представлять класс, структуру или объединение
Это ошибки
1>Resolver.cpp(29): error C2374: pEnt: переопределение; множественная инициализация
1>Resolver.cpp(9): note: см. объявление "pEnt"
1>Resolver.cpp(82): error C2228: выражение слева от ".y" должно представлять класс, структуру или объединение
Это ошибки
Код:
Сам код
void CRageBot::Resolver2(const CRecvProxyData *pData, void *pStruct, void *pOut)
{
for (auto i = 0; i < I::ClientEntList->GetHighestEntityIndex(); i++)
{
static float Jittering[64] = { 0 };
CBaseEntity* pEnt = nullptr;
if (!(pEnt = I::ClientEntList->GetClientEntity(i)))
continue;
if ((pEnt == G::LocalPlayer))
continue;
player_info_t pTemp;
if (!I::Engine->GetPlayerInfo(i, &pTemp))
continue;
static Vector vLast[65];
static bool bShotLastTime[65];
static bool bJitterFix[65];
float *flPitch = (float*)((DWORD)pOut - 4);
float flYaw = pData->m_Value.m_Float;
bool bHasAA;
bool bSpinbot;
CBaseEntity* pEnt = nullptr;
auto *m_flLowerBodyYawTarget = reinterpret_cast<float*>(reinterpret_cast<DWORD>(pEnt) + offsets.m_flLowerBodyYawTarget);
auto *m_angEyeAnglesY = reinterpret_cast<float*>(reinterpret_cast<DWORD>(pEnt) + offsets.m_angEyeAnglesY);
int m_iBulletsFired = G::LocalPlayer->GetShotsFired();
static float TimedYaw;
static float LowerBodyYaws = pEnt->GetLowerBodyYawTarget();
Vector AimAngle;
M::CalcAngle2(pEnt->GetEyePosition(), G::LocalPlayer->GetOrigin(), AimAngle);
M::NormalizeVector(AimAngle);
static float StoredYaw = 0;
static bool bLowerBodyIsUpdated = false;
if (*m_flLowerBodyYawTarget != StoredYaw) bLowerBodyIsUpdated = true;
else bLowerBodyIsUpdated = false;
if (Vars.Ragebot.ResolverType == 1)
{
bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
bSpinbot = false;
if (!bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()]
&& (fabsf(flYaw - vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y) > 15.0f) && !bHasAA)
{
flYaw = vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y;
bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = true;
}
else
{
if (bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()]
&& (fabsf(flYaw - vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y) > 15.0f))
{
bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = true;
bSpinbot = true;
}
else
{
bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = false;
}
}
vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y = flYaw;
bool bTmp = bJitterFix[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()];
bJitterFix[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);
if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
{
flYaw += 359.0f;
}
}
else if (Vars.Ragebot.ResolverType == 2)
{
TimedYaw = pEnt->GetEyeAngles().y - pEnt->GetLowerBodyYawTarget();
*m_angEyeAnglesY = abs(TimedYaw);
}
else if (Vars.Ragebot.ResolverType == 3)
{
int value = (Vars.Ragebot.m_iBulletsFire) % 3;
switch (value) {
case 0:*m_angEyeAnglesY = AimAngle.y - 15; break;
case 1:*m_angEyeAnglesY = AimAngle.y + 40; break;
case 2:*m_angEyeAnglesY = AimAngle.y - 40; break;
case 3:*m_angEyeAnglesY = AimAngle.y + 15; break;
}
}
if (Vars.Ragebot.ResolverType == 4)
{
int value = rand() % 3;
switch (value) {
case 0:*m_angEyeAnglesY = *m_angEyeAnglesY; break;
case 1:*m_angEyeAnglesY += 0; break;
case 2:*m_angEyeAnglesY = *m_angEyeAnglesY + 180; break;
case 3:*m_angEyeAnglesY += 15; break;
case 4:*m_angEyeAnglesY = *m_angEyeAnglesY + 90; break;
case 5:*m_angEyeAnglesY -= 15; break;
case 6:*m_angEyeAnglesY = *m_angEyeAnglesY + 270; break;
case 7:*m_angEyeAnglesY += 0; break;
case 8:*m_angEyeAnglesY = *m_angEyeAnglesY + 180; break;
case 9:*m_angEyeAnglesY -= 45; break;
case 10:*m_angEyeAnglesY += 45; break;
}
}
if (Vars.Ragebot.ResolverType == 5)
{
bool bFlip = false;
float flYaw = G::LocalPlayer->GetLowerBodyYawTarget();
if (!G::LocalPlayer->GetVelocity().Length() > 0.1f) {
float flCurTime = I::Globals->curtime;
static float flTimeUpdate = 0.5f;
static float flNextTimeUpdate = flCurTime + flTimeUpdate;
if (flCurTime >= flNextTimeUpdate) {
bFlip = !bFlip;
}
if (flNextTimeUpdate < flCurTime || flNextTimeUpdate - flCurTime > 10.f)
flNextTimeUpdate = flCurTime + flTimeUpdate;
if (bFlip) {
flYaw += 35.f;
}
else {
flYaw -= 35.f;
}
}
}
if (Vars.Ragebot.ResolverType == 6)
{
int iSmart;
static int jitter = -1;
int value = (iSmart) % 13;
switch (value) {
case 0: AimAngle.y += 0.0f; break;
case 1: AimAngle.y += 25; break;
case 2: AimAngle.y += 0; break;
case 3: AimAngle.y -= 25; break;
case 4: AimAngle.y += 0; break;
case 5: AimAngle.y += 80; break;
case 6: AimAngle.y += 0; break;
case 7: AimAngle.y -= 80; break;
case 8: AimAngle.y += 0; break;
case 9: AimAngle.y += 40; break;
case 10: AimAngle.y += 0; break;
case 11: AimAngle.y -= 40; break;
case 12: AimAngle.y += 0; break;
case 13: AimAngle.y += 130; break;
case 14: AimAngle.y += 140; break;
case 15: AimAngle.y += 150; break;
case 16: AimAngle.y += 160; break;
case 17: AimAngle.y += 170; break;
case 18: AimAngle.y += 180; break;
case 19: AimAngle.y += 190; break;
case 20: AimAngle.y += 200; break;
case 21: AimAngle.y += 210; break;
case 22: AimAngle.y += 220; break;
case 23: AimAngle.y += 230; break;
case 24: AimAngle.y += 240; break;
case 25: AimAngle.y += 250; break;
case 26: AimAngle.y += 260; break;
case 27: AimAngle.y += 270; break;
case 28: AimAngle.y += 280; break;
case 29: AimAngle.y += 290; break;
case 30: AimAngle.y += 300; break;
case 31: AimAngle.y += 310; break;
case 32: AimAngle.y += 320; break;
case 33: AimAngle.y += 330; break;
case 34: AimAngle.y += 340; break;
case 35: AimAngle.y += 350; break;
case 36: AimAngle.y += 360; break;
case 37: AimAngle.y += 0.0f; break;
case 38: AimAngle.y -= 10; break;
case 39: AimAngle.y -= 20; break;
case 40: AimAngle.y -= 30; break;
case 41: AimAngle.y -= 40; break;
case 42: AimAngle.y -= 50; break;
case 43: AimAngle.y -= 60; break;
case 44: AimAngle.y -= 70; break;
case 45: AimAngle.y -= 80; break;
case 46: AimAngle.y -= 90; break;
case 47: AimAngle.y -= 100; break;
case 48: AimAngle.y -= 110; break;
case 49: AimAngle.y -= 120; break;
case 50: AimAngle.y -= 130; break;
case 51: AimAngle.y -= 140; break;
case 52: AimAngle.y -= 150; break;
case 53: AimAngle.y -= 160; break;
case 54: AimAngle.y -= 170; break;
case 55: AimAngle.y -= 180; break;
case 56: AimAngle.y -= 190; break;
case 57: AimAngle.y -= 200; break;
case 58: AimAngle.y -= 210; break;
case 59: AimAngle.y -= 220; break;
case 60: AimAngle.y -= 230; break;
case 61: AimAngle.y -= 240; break;
case 62: AimAngle.y -= 250; break;
case 63: AimAngle.y -= 260; break;
case 64: AimAngle.y -= 270; break;
case 65: AimAngle.y -= 280; break;
case 66: AimAngle.y -= 290; break;
case 67: AimAngle.y -= 300; break;
case 68: AimAngle.y -= 310; break;
case 69: AimAngle.y -= 320; break;
case 70: AimAngle.y -= 330; break;
case 71: AimAngle.y -= 340; break;
case 72: AimAngle.y -= 350; break;
case 73: AimAngle.y -= 360; break;
if (jitter)
AimAngle.y += 90;
else
AimAngle.y + 90;
break;
if (jitter)
AimAngle.y -= 90;
else
AimAngle.y = -90;
}
}
*(float*)(pOut) = flYaw;
}
}
void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut)
{
float* ang = (float*)pOut;
*ang = pData->m_Value.m_Float;
if (pData->m_Value.m_Float > 180.0f)
*ang -= 360.0f;
else if (pData->m_Value.m_Float < -180.0f)
*ang += 360.0f;
if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
*ang -= 90.0f;
else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
*ang += 90.0f;
}
void ApplyAAAHooks()
{
ClientClass *pClass = I::Client->GetAllClasses();
while (pClass)
{
const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
if (!strcmp(pszName, "DT_CSPlayer"))
{
for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
{
RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
const char *name = pProp->m_pVarName;
// Pitch Fix
if (!strcmp(name, "m_angEyeAngles[0]"))
{
pProp->m_ProxyFn = FixX;
}
// Yaw Fix
if (!strcmp(name, "m_angEyeAngles[1]"))
{
//Utilities::Log("Yaw Fix Applied");
// pProp->m_ProxyFn = FixY;
}
}
}
else if (!strcmp(pszName, "DT_BaseViewModel"))
{
for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
{
RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
const char *name = pProp->m_pVarName;
}
}
pClass = pClass->m_pNext;
}
}