Исходник Resolver for devcore club source

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Оффлайн
Регистрация
9 Июл 2021
Сообщения
59
Реакции[?]
101
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
bool is_legit = player->get_sequence_activity(player->anim_overlays()[7].m_nSequence) == 797 && abs(animstate->m_flBebraYaw - player->eyeAngles().y) < -720.f);
if (is_legit)
{
  __asm
  {
  mov eax, m_flBebraYaw
  movss %%%%%%%
  call do_devcore_club_source_leak
  }
  return;
}

if ( !is_legit ){
float m_flBebraValue = 120.f * 1 / 180.f * 180.f - 720.f;
switch ( data->m_iMissedShots & 8 ){
case 0: player->m_vecOrigin().z = m_flBebraValue;
break;
        
        if (current_layer_activity == 979) // the current layer must be triggering 979
{
    if (previous_layer_activity == 979) // the previous layer must be trigerring 979
    {
        // we can tell now that he is surely breaking lby in some sort
        
        if ((previous_layer.m_flCycle != current_layer.m_flCycle) || current_layer.m_flWeight == 1.f)
        {
            float
                flAnimTime = current_layer.m_flCycle,
                flSimTime = player->m_flSimulationTime();
 
            if (flAnimTime < 0.01f && previous_layer.m_flCycle > 0.01f && g_Options.rage_lagcompensation && CMBacktracking::Get().IsTickValid(TIME_TO_TICKS(flSimTime - flAnimTime))) // lby flicked here
            {
                CMBacktracking::Get().SetOverwriteTick(player, QAngle(player->m_angEyeAngles().pitch, player->m_flLowerBodyYawTarget(), 0), (flSimTime - flAnimTime), PRIORITY_LBY_FLICK);
            }
 
            new_yaw = player->m_flLowerBodyYawTarget() - 180.f; // for the resolver it's enough here to just flip him, because we will backtrack him
        }
        else if (current_layer.m_flWeight == 0.f && (previous_layer.m_flCycle > 0.92f && current_layer.m_flCycle > 0.92f)) // breaking lby with delta < 120; can fakewalk here aswell
        {
            float eye_delta = std::abs(resolver_info->resolver_layers[0][6].m_flPlaybackRate - record->anim_layers[6].m_flPlaybackRate);
            float eye_positive_delta = std::abs(resolver_info->resolver_layers[1][6].m_flPlaybackRate - record->anim_layers[6].m_flPlaybackRate);
            float eye_negative_delta = std::abs(resolver_info->resolver_layers[2][6].m_flPlaybackRate - record->anim_layers[6].m_flPlaybackRate);
            static float old_layer_12_weight = prerecord->anim_layers[12].m_flWeight;
            static float layer_12_weight = record->anim_layers[12].m_flWeight;
            static float old_torso_yaw = std::abs(prerecord->ready_animstate.m_flCurrentFeetYaw);
            static float old_lean = std::abs(prerecord->ready_animstate.m_flLeanWeight);

            static float torso_yaw = std::abs(record->ready_animstate.m_flCurrentFeetYaw);
            static float lean = std::abs(record->ready_animstate.m_flLeanWeight);
            static int last_side = 0;

            RebuiltLayer6(m_player, 0, m_player->get_animation_state()->m_abs_yaw, record);
            RebuiltLayer6(m_player, 1, m_player->get_animation_state()->m_abs_yaw + record->resolver_delta_multiplier, record);
            RebuiltLayer6(m_player, 2, m_player->get_animation_state()->m_abs_yaw - record->resolver_delta_multiplier, record);

            const auto float_matches = [](const float float1, const float float2, float tolerance = 0.002f) { return fabsf(float1 - float2) < tolerance; };
            const auto float_tolerance = [](const float float1, const float float2) { return fabsf(float1 - float2); };


            if (layer_12_weight * 1000.f < 0.99f && old_layer_12_weight * 1000.f < 0.99f)//layer 12 laen
            {
                if (old_layer_12_weight <= 0.0009f && layer_12_weight <= 0.0009f)
                {
                    if (layer_12_weight >= 0.0001f && old_layer_12_weight <= 0.0004f && layer_12_weight <= 0.0004f && old_layer_12_weight <= 0.0000001f)
                    {
                        if (layer_12_weight > 0.00001f && old_layer_12_weight > 0.00001f)
                        {
                            if (old_torso_yaw > torso_yaw && old_lean > lean)
                            {
                                last_side = -1;
                            }
                            else if (old_torso_yaw < torso_yaw && old_lean < lean)
                            {
                                last_side = 1;
                            }
                        }
                    }
                }
                if (eye_positive_delta > eye_negative_delta && eye_positive_delta != eye_delta)
                {
                    record->resolver_index = 1;
                    record->resolver_type = 3;
                    resolver_info->anims_pre_resolving = record->resolver_index;
                    resolver_info->anim_time = csgo.m_globals()->realtime;
                    resolver_info->did_anims_update = true;
                    record->animations_updated = true;
                }
                else if (eye_negative_delta > eye_positive_delta && eye_negative_delta != eye_delta)
                {
                    record->resolver_index = -1;
                    record->resolver_type = 3;
                    resolver_info->anims_pre_resolving = record->resolver_index;
                    resolver_info->anim_time = csgo.m_globals()->realtime;
                    resolver_info->did_anims_update = true;
                    record->animations_updated = true;
                }
                else
                {
                    if (last_side == resolver_info->anims_pre_resolving)
                    {
                        record->resolver_index = last_side;
                        record->resolver_type = 4;
                        resolver_info->anim_time = csgo.m_globals()->realtime;
                        resolver_info->did_anims_update = true;
                        record->animations_updated = true;
                    }
                    else
                    {
                        record->resolver_index = record->freestanding_index;
                        record->resolver_type = 1;
                        resolver_info->anims_pre_resolving = record->resolver_index;
                        resolver_info->anim_time = csgo.m_globals()->realtime;
                        resolver_info->did_anims_update = true;
                        record->animations_updated = true;

                        last_side = resolver_info->anims_pre_resolving;
                    }
                }
            }

            //record->m_LayerData[0].m_flPlaybackRate = eye_delta;
            //record->m_LayerData[1].m_flPlaybackRate = eye_positive_delta;
            //record->m_LayerData[2].m_flPlaybackRate = eye_negative_delta;
        }
        else
        {
            float delta = Math::AngleDiff(record->lower_body_yaw, record->abs_angles);

            if (delta < 65.f && delta > 0.f)
            {
                record->resolver_index = delta > 0.f ? 1 : -1;
                record->resolver_type = 5;
                resolver_info->anims_pre_resolving = delta > 0.f ? 1 : -1;
                resolver_info->anim_time = csgo.m_globals()->realtime;
                resolver_info->did_anims_update = true;
                record->animations_updated = true;
            }
            else
            {
                record->resolver_index = resolver_info->anims_pre_resolving;
                record->resolver_type = 5;
                resolver_info->anim_time = csgo.m_globals()->realtime;
                resolver_info->did_anims_update = true;
                record->animations_updated = true;
            }
        }

        }
    }
}
}
 
Забаненный
Статус
Оффлайн
Регистрация
8 Июл 2021
Сообщения
6
Реакции[?]
4
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
bool is_legit = player->get_sequence_activity(player->anim_overlays()[7].m_nSequence) == 797 && abs(animstate->m_flBebraYaw - player->eyeAngles().y) < -720.f);
if (is_legit)
{
  __asm
  {
  mov eax, m_flBebraYaw
  movss %%%%%%%
  call do_devcore_club_source_leak
  }
  return;
}

if ( !is_legit ){
float m_flBebraValue = 120.f * 1 / 180.f * 180.f - 720.f;
switch ( data->m_iMissedShots & 8 ){
case 0: player->m_vecOrigin().z = m_flBebraValue;
break;
       
        if (current_layer_activity == 979) // the current layer must be triggering 979
{
    if (previous_layer_activity == 979) // the previous layer must be trigerring 979
    {
        // we can tell now that he is surely breaking lby in some sort
       
        if ((previous_layer.m_flCycle != current_layer.m_flCycle) || current_layer.m_flWeight == 1.f)
        {
            float
                flAnimTime = current_layer.m_flCycle,
                flSimTime = player->m_flSimulationTime();

            if (flAnimTime < 0.01f && previous_layer.m_flCycle > 0.01f && g_Options.rage_lagcompensation && CMBacktracking::Get().IsTickValid(TIME_TO_TICKS(flSimTime - flAnimTime))) // lby flicked here
            {
                CMBacktracking::Get().SetOverwriteTick(player, QAngle(player->m_angEyeAngles().pitch, player->m_flLowerBodyYawTarget(), 0), (flSimTime - flAnimTime), PRIORITY_LBY_FLICK);
            }

            new_yaw = player->m_flLowerBodyYawTarget() - 180.f; // for the resolver it's enough here to just flip him, because we will backtrack him
        }
        else if (current_layer.m_flWeight == 0.f && (previous_layer.m_flCycle > 0.92f && current_layer.m_flCycle > 0.92f)) // breaking lby with delta < 120; can fakewalk here aswell
        {
            float eye_delta = std::abs(resolver_info->resolver_layers[0][6].m_flPlaybackRate - record->anim_layers[6].m_flPlaybackRate);
            float eye_positive_delta = std::abs(resolver_info->resolver_layers[1][6].m_flPlaybackRate - record->anim_layers[6].m_flPlaybackRate);
            float eye_negative_delta = std::abs(resolver_info->resolver_layers[2][6].m_flPlaybackRate - record->anim_layers[6].m_flPlaybackRate);
            static float old_layer_12_weight = prerecord->anim_layers[12].m_flWeight;
            static float layer_12_weight = record->anim_layers[12].m_flWeight;
            static float old_torso_yaw = std::abs(prerecord->ready_animstate.m_flCurrentFeetYaw);
            static float old_lean = std::abs(prerecord->ready_animstate.m_flLeanWeight);

            static float torso_yaw = std::abs(record->ready_animstate.m_flCurrentFeetYaw);
            static float lean = std::abs(record->ready_animstate.m_flLeanWeight);
            static int last_side = 0;

            RebuiltLayer6(m_player, 0, m_player->get_animation_state()->m_abs_yaw, record);
            RebuiltLayer6(m_player, 1, m_player->get_animation_state()->m_abs_yaw + record->resolver_delta_multiplier, record);
            RebuiltLayer6(m_player, 2, m_player->get_animation_state()->m_abs_yaw - record->resolver_delta_multiplier, record);

            const auto float_matches = [](const float float1, const float float2, float tolerance = 0.002f) { return fabsf(float1 - float2) < tolerance; };
            const auto float_tolerance = [](const float float1, const float float2) { return fabsf(float1 - float2); };


            if (layer_12_weight * 1000.f < 0.99f && old_layer_12_weight * 1000.f < 0.99f)//layer 12 laen
            {
                if (old_layer_12_weight <= 0.0009f && layer_12_weight <= 0.0009f)
                {
                    if (layer_12_weight >= 0.0001f && old_layer_12_weight <= 0.0004f && layer_12_weight <= 0.0004f && old_layer_12_weight <= 0.0000001f)
                    {
                        if (layer_12_weight > 0.00001f && old_layer_12_weight > 0.00001f)
                        {
                            if (old_torso_yaw > torso_yaw && old_lean > lean)
                            {
                                last_side = -1;
                            }
                            else if (old_torso_yaw < torso_yaw && old_lean < lean)
                            {
                                last_side = 1;
                            }
                        }
                    }
                }
                if (eye_positive_delta > eye_negative_delta && eye_positive_delta != eye_delta)
                {
                    record->resolver_index = 1;
                    record->resolver_type = 3;
                    resolver_info->anims_pre_resolving = record->resolver_index;
                    resolver_info->anim_time = csgo.m_globals()->realtime;
                    resolver_info->did_anims_update = true;
                    record->animations_updated = true;
                }
                else if (eye_negative_delta > eye_positive_delta && eye_negative_delta != eye_delta)
                {
                    record->resolver_index = -1;
                    record->resolver_type = 3;
                    resolver_info->anims_pre_resolving = record->resolver_index;
                    resolver_info->anim_time = csgo.m_globals()->realtime;
                    resolver_info->did_anims_update = true;
                    record->animations_updated = true;
                }
                else
                {
                    if (last_side == resolver_info->anims_pre_resolving)
                    {
                        record->resolver_index = last_side;
                        record->resolver_type = 4;
                        resolver_info->anim_time = csgo.m_globals()->realtime;
                        resolver_info->did_anims_update = true;
                        record->animations_updated = true;
                    }
                    else
                    {
                        record->resolver_index = record->freestanding_index;
                        record->resolver_type = 1;
                        resolver_info->anims_pre_resolving = record->resolver_index;
                        resolver_info->anim_time = csgo.m_globals()->realtime;
                        resolver_info->did_anims_update = true;
                        record->animations_updated = true;

                        last_side = resolver_info->anims_pre_resolving;
                    }
                }
            }

            //record->m_LayerData[0].m_flPlaybackRate = eye_delta;
            //record->m_LayerData[1].m_flPlaybackRate = eye_positive_delta;
            //record->m_LayerData[2].m_flPlaybackRate = eye_negative_delta;
        }
        else
        {
            float delta = Math::AngleDiff(record->lower_body_yaw, record->abs_angles);

            if (delta < 65.f && delta > 0.f)
            {
                record->resolver_index = delta > 0.f ? 1 : -1;
                record->resolver_type = 5;
                resolver_info->anims_pre_resolving = delta > 0.f ? 1 : -1;
                resolver_info->anim_time = csgo.m_globals()->realtime;
                resolver_info->did_anims_update = true;
                record->animations_updated = true;
            }
            else
            {
                record->resolver_index = resolver_info->anims_pre_resolving;
                record->resolver_type = 5;
                resolver_info->anim_time = csgo.m_globals()->realtime;
                resolver_info->did_anims_update = true;
                record->animations_updated = true;
            }
        }

        }
    }
}
}
это не девкор
первая хуйня это с юц
Пожалуйста, авторизуйтесь для просмотра ссылки.
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вторая с говно хука
 
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