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C++ Resolver weave p100 for lw

kill me
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18 Дек 2018
Сообщения
365
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
самый крутой ресольвер под лв из виви)

Код:
Expand Collapse Copy
void resolver::resolve_yaw() // хуйня, я не хочу всё это делать, помогите !!!!!!!!!!!!!!!!!
{
    player_info_t player_info;
    auto animstate = player->get_animation_state();

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

    if (player_info.fakeplayer || player->IsDormant() || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
        return;

    if (!animstate)
        return;

    // МНЕ ПОХУЙ НА ЭТО
    auto idx = player->EntIndex();
    // ===========================
    bool forward = fabsf(math::normalize_yaw(player->m_angEyeAngles().y - GetForwardYaw(player))) < 90.f;
    // ===========================

    static float last_anim_update[64];
    float desync_amount = player->GetDSYDelta() * 0.87f;
    auto full = player->get_animlayers()[3].m_flWeight == 0.0f && player->get_animlayers()[3].m_flCycle == 0.0f;

    if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY)
    {
        if (g_ctx.globals.missed_shots[idx] == 0 || FreestandSide[idx] == 0)
        {
            if (player->m_vecVelocity().Length2D() <= 0.1f && full && player->get_animlayers()[6].m_flWeight == 0.0f)
            {
                FreestandSide[idx] = 2 * (math::AngleDiff(player->m_angEyeAngles().y, AbsYaw()) <= 0.0f) - 1;
                last_anim_update[idx] = m_globals()->m_realtime;
                desync_amount = 58.f;
            }
            else if (last_anim_update[idx] + 2.f < m_globals()->m_realtime || FreestandSide[idx] == 0)
                StoreAntifreestand(player, &FreestandSide[idx]);
        }
    }
    else
    {
        switch (g_ctx.globals.missed_shots[idx] % 5) {
        case 4:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + (desync_amount * 0.7f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y - (desync_amount * 0.7f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] < 0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + (desync_amount * 0.18f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y - desync_amount * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] < 0;
            break;
        case 0:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + desync_amount * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        }
    }
}

не бейте :roflanPominki:
 
Хуйня, бред полнейший... В целом о коде говорить не надо он даже построен не правильно
1623568249903.png
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
самый крутой ресольвер под лв из виви)

Код:
Expand Collapse Copy
void resolver::resolve_yaw() // хуйня, я не хочу всё это делать, помогите !!!!!!!!!!!!!!!!!
{
    player_info_t player_info;
    auto animstate = player->get_animation_state();

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

    if (player_info.fakeplayer || player->IsDormant() || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
        return;

    if (!animstate)
        return;

    // МНЕ ПОХУЙ НА ЭТО
    auto idx = player->EntIndex();
    // ===========================
    bool forward = fabsf(math::normalize_yaw(player->m_angEyeAngles().y - GetForwardYaw(player))) < 90.f;
    // ===========================

    static float last_anim_update[64];
    float desync_amount = player->GetDSYDelta() * 0.87f;
    auto full = player->get_animlayers()[3].m_flWeight == 0.0f && player->get_animlayers()[3].m_flCycle == 0.0f;

    if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY)
    {
        if (g_ctx.globals.missed_shots[idx] == 0 || FreestandSide[idx] == 0)
        {
            if (player->m_vecVelocity().Length2D() <= 0.1f && full && player->get_animlayers()[6].m_flWeight == 0.0f)
            {
                FreestandSide[idx] = 2 * (math::AngleDiff(player->m_angEyeAngles().y, AbsYaw()) <= 0.0f) - 1;
                last_anim_update[idx] = m_globals()->m_realtime;
                desync_amount = 58.f;
            }
            else if (last_anim_update[idx] + 2.f < m_globals()->m_realtime || FreestandSide[idx] == 0)
                StoreAntifreestand(player, &FreestandSide[idx]);
        }
    }
    else
    {
        switch (g_ctx.globals.missed_shots[idx] % 5) {
        case 4:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + (desync_amount * 0.7f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y - (desync_amount * 0.7f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] < 0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + (desync_amount * 0.18f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y - desync_amount * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] < 0;
            break;
        case 0:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + desync_amount * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        }
    }
}

не бейте :roflanPominki:
Извини, но это плохой ресик. В в2 мисать будет + в легит аа
 
самый крутой ресольвер под лв из виви)

Код:
Expand Collapse Copy
void resolver::resolve_yaw() // хуйня, я не хочу всё это делать, помогите !!!!!!!!!!!!!!!!!
{
    player_info_t player_info;
    auto animstate = player->get_animation_state();

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

    if (player_info.fakeplayer || player->IsDormant() || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
        return;

    if (!animstate)
        return;

    // МНЕ ПОХУЙ НА ЭТО
    auto idx = player->EntIndex();
    // ===========================
    bool forward = fabsf(math::normalize_yaw(player->m_angEyeAngles().y - GetForwardYaw(player))) < 90.f;
    // ===========================

    static float last_anim_update[64];
    float desync_amount = player->GetDSYDelta() * 0.87f;
    auto full = player->get_animlayers()[3].m_flWeight == 0.0f && player->get_animlayers()[3].m_flCycle == 0.0f;

    if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY)
    {
        if (g_ctx.globals.missed_shots[idx] == 0 || FreestandSide[idx] == 0)
        {
            if (player->m_vecVelocity().Length2D() <= 0.1f && full && player->get_animlayers()[6].m_flWeight == 0.0f)
            {
                FreestandSide[idx] = 2 * (math::AngleDiff(player->m_angEyeAngles().y, AbsYaw()) <= 0.0f) - 1;
                last_anim_update[idx] = m_globals()->m_realtime;
                desync_amount = 58.f;
            }
            else if (last_anim_update[idx] + 2.f < m_globals()->m_realtime || FreestandSide[idx] == 0)
                StoreAntifreestand(player, &FreestandSide[idx]);
        }
    }
    else
    {
        switch (g_ctx.globals.missed_shots[idx] % 5) {
        case 4:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + (desync_amount * 0.7f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        case 3:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y - (desync_amount * 0.7f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] < 0;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + (desync_amount * 0.18f) * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        case 1:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y - desync_amount * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] < 0;
            break;
        case 0:
            animstate->m_flGoalFeetYaw = player->m_angEyeAngles().y + desync_amount * FreestandSide[idx];

            add_to[idx] = FreestandSide[idx] > 0;
            break;
        }
    }
}

не бейте :roflanPominki:
короче сойдет спс тебе
 
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