Ищу скрипт Статик ноги в воздухе (gamesense)

gamesense.pub
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3 Янв 2019
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Код:
local vector = require 'vector'
local ffi = require 'ffi'

ffi.cdef[[   
    typedef void*(__thiscall* get_client_entity_t_128481294812948)(void*, int);

    struct CCSGOPlayerAnimstate_128481294812948 {
        char pad[3];
        char m_bForceWeaponUpdate;
        char pad1[91];
        void* m_pBaseEntity;
        void* m_pActiveWeapon;
        void* m_pLastActiveWeapon;
        float m_flLastClientSideAnimationUpdateTime;
        int m_iLastClientSideAnimationUpdateFramecount;
        float m_flAnimUpdateDelta;
        float m_flEyeYaw;
        float m_flPitch;
        float m_flGoalFeetYaw;
        float m_flCurrentFeetYaw;
        float m_flCurrentTorsoYaw;
        float m_flUnknownVelocityLean;
        float m_flLeanAmount;
        char pad2[4];
        float m_flFeetCycle;
        float m_flFeetYawRate;
        char pad3[4];
        float m_fDuckAmount;
        float m_fLandingDuckAdditiveSomething;
        char pad4[4];
        float m_vOriginX;
        float m_vOriginY;
        float m_vOriginZ;
        float m_vLastOriginX;
        float m_vLastOriginY;
        float m_vLastOriginZ;
        float m_vVelocityX;
        float m_vVelocityY;
        char pad5[4];
        float m_flUnknownFloat1;
        char pad6[8];
        float m_flUnknownFloat2;
        float m_flUnknownFloat3;
        float m_flUnknown;
        float m_flSpeed2D;
        float m_flUpVelocity;
        float m_flSpeedNormalized;
        float m_flFeetSpeedForwardsOrSideWays;
        float m_flFeetSpeedUnknownForwardOrSideways;
        float m_flTimeSinceStartedMoving;
        float m_flTimeSinceStoppedMoving;
        bool m_bOnGround;
        bool m_bInHitGroundAnimation;
        float m_flTimeSinceInAir;
        float m_flLastOriginZ;
        float m_flLastOriginZ;
        float m_flHeadHeightOrOffsetFromHittingGroundAnimation;
    };
]]

local entity_list = ffi.cast(ffi.typeof("void***"), client.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity = ffi.cast("get_client_entity_t_128481294812948", entity_list[0][3])

-- Caching common functions
local entity_get_local_player = entity.get_local_player
local entity_get_prop = entity.get_prop
local entity_set_prop = entity.set_prop
local globals_chokedcommands = globals.chokedcommands
local globals_curtime = globals.curtime
local math_min = math.min
local math_max = math.max
local ffi_cast = ffi.cast
local ui_get = ui.get

-- Magic numbers
local start_falling_time = 0.359375
local end_falling_time = 1.15625

local falling_time = 0
local simulated_server_jump_fall = 0

-- I really don't like this part of the code
local jumping = false
local reset = false
local bunny_hop_reference = ui.reference('misc', 'movement', 'bunny hop')

client.set_event_callback('setup_command', function(cmd)
    local bunny_hop = ui_get(bunny_hop_reference)

    jumping = bunny_hop and cmd.in_jump ~= 1

    if cmd.in_jump == 1 then
        reset = false
    end
end)
-- I really don't like this part of the code

client.set_event_callback('predict_command', function()
    local local_player = entity_get_local_player()
 
    entity_set_prop(local_player, "m_flPoseParameter", 1, 6)

    local player_ptr = ffi_cast("void***", get_client_entity(entity_list, local_player))
    local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x3914
    local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0]

    local in_hit_ground_animation = animstate.m_bInHitGroundAnimation
    local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation
    
    if in_hit_ground_animation then
        if head_height_or_offset_from_hitting_ground_animation and jumping and not reset then
            entity_set_prop(local_player, 'm_flPoseParameter', 0.5, 12)
        end
    end
end)

client.set_event_callback('round_freeze_end', function()
    reset = true
end)
 
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