Исходник Improved vision source LW PASTA

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Thigh destr0yer
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C++:
        if (player->get_max_desync_delta())
        {
            brute2 = 0; // for log

            if (m_flSide < 0.f)
            {
                brute = 22.f;
            }
            else
            {
                brute = -19.f;
            }
        }
what the fuck.
C++:
    float ResolveShotw(aim* data, lagcompensation *record);
    {
        player_info_t info;

        float flPseudoFireYaw = math::normalize_yaw( g_ctx.local()->m_CachedBoneData()[0].GetOrigin().y);
        std::string name{ std::string(info.szName).substr(0, 24) };
        if (player->get_max_desync_delta())
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 60.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 60.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? 180.f : -253.f;
        }
        else
        {
            float flLeftFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y + 30.f)));
            float flRightFireYawDelta = fabsf(math::normalize_yaw(flPseudoFireYaw - (player_record->player->m_angEyeAngles().y - 30.f)));


            return; flLeftFireYawDelta > flRightFireYawDelta ? -360.f : 30.f;
        }
    }
C++:
            //method 1
            if (velocity_2D[player->EntIndex()] > 1) {
                int tick_counter[64];
                if (velocity_2D[player->EntIndex()] == old_velocity_2D[player->EntIndex()])
                    tick_counter[player->EntIndex()] += 1;
                else
                    tick_counter[player->EntIndex()] = 0;

                while (tick_counter[player->EntIndex()] > (1 / m_globals()->m_intervalpertick) * fabsf(0.1f))//should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
                    return;
            }
            //method 2
            //removed
            //method 3  / resource heavy but does most of the work
            //removed
            //method 4

            //method 5
            if (speed < 3 && velocity.Length2D() != 0)//same here
                return;
stolen resolver from some other shit paste ("onetap reversed resolver")

everything else in this garbage paste is beyond terrible and i think im going to bleach my eyes out now :roflanPominki::FeelsBadMan:
 
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