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Вопрос Dopium resolver in supremacy

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28 Апр 2020
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  1. char *__cdecl standingResolver(int a1)
  2. {
  3. int v1; // ecx
  4. char *currentPlayer; // esi
  5. int v4; // ebx
  6. char *result; // eax
  7. char *v6; // eax
  8. __int64 v7; // xmm0_8
  9. int v8; // eax
  10. int someYaw; // xmm0_4
  11. int missedShots; // eax
  12. float v11; // xmm0_4
  13. int v12; // eax
  14. char *finalYaw; // ecx
  15. char v14[4]; // [esp+10h] [ebp-34h] BYREF
  16. float v15; // [esp+14h] [ebp-30h]
  17. int v16[3]; // [esp+1Ch] [ebp-28h] BYREF
  18. __int64 v17; // [esp+28h] [ebp-1Ch]
  19. float v18; // [esp+30h] [ebp-14h]
  20. float v19; // [esp+34h] [ebp-10h] BYREF
  21. float v20; // [esp+38h] [ebp-Ch]
  22. float v21; // [esp+3Ch] [ebp-8h]
  23. int lby; // [esp+4Ch] [ebp+8h]
  24. float v23; // [esp+4Ch] [ebp+8h]
  25. int playerLby; // [esp+4Ch] [ebp+8h]
  26. currentPlayer = (char *)v1;
  27. v4 = 3 * (*(int (__thiscall **)(int))(*(_DWORD *)(v1 + 8) + 40))(v1 + 8);
  28. if ( *(_DWORD *)(*(_DWORD *)(a1 + 4) + 4) == 1 )
  29. {
  30. lby = *(_DWORD *)getLbyProxy(currentPlayer);
  31. result = getm_angEyeAngles_0_(currentPlayer);
  32. *((_DWORD *)result + 1) = lby;
  33. return result;
  34. }
  35. v15 = 0.0;
  36. v6 = getm_vecOrigin(currentPlayer);
  37. v19 = 0.0;
  38. v20 = 0.0;
  39. v7 = *(_QWORD *)v6;
  40. v18 = *((float *)v6 + 2);
  41. v8 = *(_DWORD *)dword_38597554;
  42. v21 = 0.0;
  43. v17 = v7;
  44. (*(void (__thiscall **)(int, float *))(v8 + 1108))(dword_38597554, &v19);
  45. *(float *)v16 = *(float *)&v7 - v19;
  46. *(float *)&v16[1] = *((float *)&v7 + 1) - v20;
  47. *(float *)&v16[2] = v18 - v21;
  48. sub_384E6CD0((float *)v16, (int)v14);
  49. *(float *)&someYaw = v15;
  50. v23 = v15;
  51. if ( v15 >= 180.0 )
  52. {
  53. do
  54. *(float *)&someYaw = *(float *)&someYaw - 360.0;
  55. while ( *(float *)&someYaw >= 180.0 );
  56. v23 = *(float *)&someYaw;
  57. }
  58. missedShots = dword_385B5330[v4];
  59. if ( missedShots <= 0 )
  60. {
  61. if ( !**(_DWORD **)(a1 + 4)
  62. || (float)(*(float *)getSimulationTime(currentPlayer) - *(float *)(*(_DWORD *)(a1 + 8) + 8)) < 0.22 )
  63. {
  64. playerLby = *(_DWORD *)getLbyProxy(currentPlayer);
  65. result = getm_angEyeAngles_0_(currentPlayer);
  66. *((_DWORD *)result + 1) = playerLby;
  67. return result;
  68. }
  69. *(float *)&someYaw = clampYaw(v23);
  70. goto LABEL_28;
  71. }
  72. if ( missedShots == 1 )
  73. {
  74. for ( ; *(float *)&someYaw >= 180.0; *(float *)&someYaw = *(float *)&someYaw - 360.0 )
  75. ;
  76. for ( ; *(float *)&someYaw <= -180.0; *(float *)&someYaw = *(float *)&someYaw + 360.0 )
  77. ;
  78. LABEL_28:
  79. v11 = COERCE_FLOAT(supremacyAntiFreestanding((int *)dword_38597554, *(float *)&currentPlayer, someYaw));
  80. goto LABEL_29;
  81. }
  82. if ( missedShots != 2 )
  83. {
  84. if ( missedShots == 3 )
  85. {
  86. v11 = *(float *)&someYaw + 90.0;
  87. LABEL_29:
  88. v23 = v11;
  89. goto LABEL_30;
  90. }
  91. if ( missedShots != 4 )
  92. {
  93. if ( missedShots == 5 )
  94. {
  95. v11 = *(float *)&someYaw + 180.0;
  96. goto LABEL_29;
  97. }
  98. v12 = sub_384B4D40((int *)dword_38597554, currentPlayer);
  99. if ( v12 != 1 )
  100. {
  101. finalYaw = currentPlayer;
  102. if ( v12 == 2 )
  103. v23 = v23 + 90.0;
  104. goto LABEL_31;
  105. }
  106. *(float *)&someYaw = v23;
  107. }
  108. v11 = *(float *)&someYaw - 90.0;
  109. goto LABEL_29;
  110. }
  111. LABEL_30:
  112. finalYaw = currentPlayer;
  113. LABEL_31:
  114. result = getm_angEyeAngles_0_(finalYaw);
  115. *((float *)result + 1) = v23;
  116. return result;
  117. }








Переделайте под супримаси пожалуйста
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
  1. char *__cdecl standingResolver(int a1)
  2. {
  3. int v1; // ecx
  4. char *currentPlayer; // esi
  5. int v4; // ebx
  6. char *result; // eax
  7. char *v6; // eax
  8. __int64 v7; // xmm0_8
  9. int v8; // eax
  10. int someYaw; // xmm0_4
  11. int missedShots; // eax
  12. float v11; // xmm0_4
  13. int v12; // eax
  14. char *finalYaw; // ecx
  15. char v14[4]; // [esp+10h] [ebp-34h] BYREF
  16. float v15; // [esp+14h] [ebp-30h]
  17. int v16[3]; // [esp+1Ch] [ebp-28h] BYREF
  18. __int64 v17; // [esp+28h] [ebp-1Ch]
  19. float v18; // [esp+30h] [ebp-14h]
  20. float v19; // [esp+34h] [ebp-10h] BYREF
  21. float v20; // [esp+38h] [ebp-Ch]
  22. float v21; // [esp+3Ch] [ebp-8h]
  23. int lby; // [esp+4Ch] [ebp+8h]
  24. float v23; // [esp+4Ch] [ebp+8h]
  25. int playerLby; // [esp+4Ch] [ebp+8h]

  26. currentPlayer = (char *)v1;
  27. v4 = 3 * (*(int (__thiscall **)(int))(*(_DWORD *)(v1 + 8) + 40))(v1 + 8);
  28. if ( *(_DWORD *)(*(_DWORD *)(a1 + 4) + 4) == 1 )
  29. {
  30. lby = *(_DWORD *)getLbyProxy(currentPlayer);
  31. result = getm_angEyeAngles_0_(currentPlayer);
  32. *((_DWORD *)result + 1) = lby;
  33. return result;
  34. }
  35. v15 = 0.0;
  36. v6 = getm_vecOrigin(currentPlayer);
  37. v19 = 0.0;
  38. v20 = 0.0;
  39. v7 = *(_QWORD *)v6;
  40. v18 = *((float *)v6 + 2);
  41. v8 = *(_DWORD *)dword_38597554;
  42. v21 = 0.0;
  43. v17 = v7;
  44. (*(void (__thiscall **)(int, float *))(v8 + 1108))(dword_38597554, &v19);
  45. *(float *)v16 = *(float *)&v7 - v19;
  46. *(float *)&v16[1] = *((float *)&v7 + 1) - v20;
  47. *(float *)&v16[2] = v18 - v21;
  48. sub_384E6CD0((float *)v16, (int)v14);
  49. *(float *)&someYaw = v15;
  50. v23 = v15;
  51. if ( v15 >= 180.0 )
  52. {
  53. do
  54. *(float *)&someYaw = *(float *)&someYaw - 360.0;
  55. while ( *(float *)&someYaw >= 180.0 );
  56. v23 = *(float *)&someYaw;
  57. }
  58. missedShots = dword_385B5330[v4];
  59. if ( missedShots <= 0 )
  60. {
  61. if ( !**(_DWORD **)(a1 + 4)
  62. || (float)(*(float *)getSimulationTime(currentPlayer) - *(float *)(*(_DWORD *)(a1 + 8) + 8)) < 0.22 )
  63. {
  64. playerLby = *(_DWORD *)getLbyProxy(currentPlayer);
  65. result = getm_angEyeAngles_0_(currentPlayer);
  66. *((_DWORD *)result + 1) = playerLby;
  67. return result;
  68. }
  69. *(float *)&someYaw = clampYaw(v23);
  70. goto LABEL_28;
  71. }
  72. if ( missedShots == 1 )
  73. {
  74. for ( ; *(float *)&someYaw >= 180.0; *(float *)&someYaw = *(float *)&someYaw - 360.0 )
  75. ;
  76. for ( ; *(float *)&someYaw <= -180.0; *(float *)&someYaw = *(float *)&someYaw + 360.0 )
  77. ;
  78. LABEL_28:
  79. v11 = COERCE_FLOAT(supremacyAntiFreestanding((int *)dword_38597554, *(float *)&currentPlayer, someYaw));
  80. goto LABEL_29;
  81. }
  82. if ( missedShots != 2 )
  83. {
  84. if ( missedShots == 3 )
  85. {
  86. v11 = *(float *)&someYaw + 90.0;
  87. LABEL_29:
  88. v23 = v11;
  89. goto LABEL_30;
  90. }
  91. if ( missedShots != 4 )
  92. {
  93. if ( missedShots == 5 )
  94. {
  95. v11 = *(float *)&someYaw + 180.0;
  96. goto LABEL_29;
  97. }
  98. v12 = sub_384B4D40((int *)dword_38597554, currentPlayer);
  99. if ( v12 != 1 )
  100. {
  101. finalYaw = currentPlayer;
  102. if ( v12 == 2 )
  103. v23 = v23 + 90.0;
  104. goto LABEL_31;
  105. }
  106. *(float *)&someYaw = v23;
  107. }
  108. v11 = *(float *)&someYaw - 90.0;
  109. goto LABEL_29;
  110. }
  111. LABEL_30:
  112. finalYaw = currentPlayer;
  113. LABEL_31:
  114. result = getm_angEyeAngles_0_(finalYaw);
  115. *((float *)result + 1) = v23;
  116. return result;
  117. }








Переделайте под супримаси пожалуйста
this shit pseudo code maaan del
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
pseudocode, just make it better and not pseudo
 
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