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Исходник 2018 ( old hvh ) aimware fake lag fix fully reversed & ready to paste $$$

Nickolas Blecha
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1 Янв 2018
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$$$ premium fakelag fix $$$
 
I don't really want to paste it I'm more interested in the code if you'd want to you can DM me it, thanks in advance.
 
yo please give me this brother, pasting this to ayyware xD
 
aimware has always been and always will be the greatest cheat of all time
 
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thats the same extrapolation process of fatality.win 2018 it is not aimware code
1632970422329.png

where is the similarity? please tell me or say that i'm looking at the wrong thing ( even though i know im not )
please don't say retarded shit when you have no clue what the fuck u are talking about
 
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Посмотреть вложение 173872
where is the similarity? please tell me or say that i'm looking at the wrong thing ( even though i know im not )
please don't say retarded shit when you have no clue what the fuck u are talking about
are you blind that cannot realize that even the SimulateMovement(data_velocity, data_origin, m_pEntity, data_flags, bInAir) has the same arguments of the extrapolation function in fatality???
all this poor "aimware code attempt " has new is just the poor checks you made
 
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Anyway this is not how you make extrapolation properly mutiny v3 has few parts of the game movement reversed thats a good way to do it
 
thats the same extrapolation process of fatality.win 2018 it is not aimware code

pseudo:

C++:
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void __cdecl PredictPlayer(int Entity, tick_record *tickRecord, tick_record *nextTickrecord)
{
  struct_v3 *Entity_1; // eax
  __int64 v5; // xmm0_8
  EngineClient::EngineClient_VTable *EngineClient_vtable; // eax
  int (*nci)(void); // eax
  INetChannelInfoPtr *NetChannelInfo_1; // esi
  INetChannelInfoPtr *NetChannelInfo; // eax
  float interval_per_tick; // ST20_4
  float simulationTime; // xmm4_4
  float deltaTime; // xmm2_4
  float simulationTimeDelta; // xmm4_4
  signed int iSimTickDelta; // edi
  float v15; // xmm1_4
  float velocityDegree; // xmm2_4
  float velocityAngle; // xmm3_4
  int v18; // ebp
  float v19; // xmm3_4 MAPDST
  signed int iTicksLeft; // esi
  float v21; // xmm0_4
  char InAir; // ST04_1
  float v23; // eax
  float tickInterval; // [esp+14h] [ebp-34h]
  float originalOrigin; // [esp+1Ch] [ebp-2Ch]
  __int64 v26; // [esp+20h] [ebp-28h]
  simulation_data data; // [esp+28h] [ebp-20h]
  float incomingAvgLatency; // [esp+4Ch] [ebp+4h]
  float v29; // [esp+4Ch] [ebp+4h]
  float v30; // [esp+4Ch] [ebp+4h]
  float velocityLength2D; // [esp+4Ch] [ebp+4h]
  float outgoingAvgLatency; // [esp+50h] [ebp+8h]
  float extrapolatedMovement; // [esp+50h] [ebp+8h]

  Entity_1 = *Entity;
  data.m_pEntity = Entity;
  Entity_1->GetAbsOrigin();
  v5 = *&tickRecord->m_vecVelocity.x;
  data.m_vecVelocity.z = tickRecord->m_vecVelocity.z;
  originalOrigin = tickRecord->m_vecOrigin.z;
  data.m_vecOrigin.z = tickRecord->m_vecOrigin.z;
  data.m_fFlags = tickRecord->m_fFlags;
  EngineClient_vtable = EngineClient->vtable;
  *&data.m_vecVelocity.x = v5;
  v26 = *&tickRecord->m_vecOrigin.x;
  nci = EngineClient_vtable->GetNetChannelInfo;
  *&data.m_vecOrigin.x = v26;
  NetChannelInfo_1 = nci();
  NetChannelInfo = EngineClient->vtable->GetNetChannelInfo();
  interval_per_tick = GlobalVars->interval_per_tick;
  tickInterval = 1.0 / GlobalVars->interval_per_tick;
  incomingAvgLatency = NetChannelInfo->vtable->GetAvgLatency(1);
  outgoingAvgLatency = NetChannelInfo_1->vtable->GetAvgLatency(0);
  simulationTime = tickRecord->m_flSimulationTime;
  deltaTime = (((((incomingAvgLatency + outgoingAvgLatency) * tickInterval) + 0.5) + AimwareGlobalVars->m_nTickCount + 1)
             * interval_per_tick)
            - simulationTime;
  if ( deltaTime > 1.0 )
    deltaTime = 1.0;
  simulationTimeDelta = simulationTime - nextTickrecord->m_flSimulationTime;
  iSimTickDelta = ((simulationTimeDelta * tickInterval) + 0.5);
  if ( iSimTickDelta <= 15 )
  {
    if ( iSimTickDelta < 1 )
      iSimTickDelta = 1;
  }
  else
  {
    iSimTickDelta = 15;
  }
  v29 = atan2(tickRecord->m_vecVelocity.y, tickRecord->m_vecVelocity.x);
  v15 = (tickInterval * deltaTime) + 0.5;
  velocityDegree = v29 * 57.295776;
  v30 = atan2(nextTickrecord->m_vecVelocity.y, nextTickrecord->m_vecVelocity.x);
  velocityAngle = velocityDegree - (v30 * 57.295776);
  if ( velocityAngle <= 180.0 )
  {
    if ( velocityAngle < -180.0 )
      velocityAngle = velocityAngle + 360.0;
  }
  else
  {
    velocityAngle = velocityAngle - 360.0;
  }
  v18 = v15 - iSimTickDelta;
  v19 = velocityAngle / simulationTimeDelta;
  velocityLength2D = fsqrt((data.m_vecVelocity.y * data.m_vecVelocity.y) + (data.m_vecVelocity.x * data.m_vecVelocity.x));
  if ( v18 < 0 )
  {
    _mm_storel_epi64(tickRecord, _mm_loadl_epi64(&v26));
    tickRecord->m_vecOrigin.z = originalOrigin;
  }
  else
  {
    do
    {
      if ( iSimTickDelta > 0 )
      {
        iTicksLeft = iSimTickDelta;
        do
        {
          extrapolatedMovement = velocityDegree + (GlobalVars->interval_per_tick * v19);
          data.m_vecVelocity.x = j___libm_sse2_cosf(extrapolatedMovement * 0.017453292) * velocityLength2D;
          v21 = j___libm_sse2_sinf(extrapolatedMovement * 0.017453292);
          InAir = ~LOBYTE(tickRecord->m_fFlags) & 1;
          data.m_vecVelocity.y = v21 * velocityLength2D;
          SimulateMovement(&data, InAir);
          velocityDegree = extrapolatedMovement;
          --iTicksLeft;
        }
        while ( iTicksLeft );
      }
      v18 -= iSimTickDelta;
    }
    while ( v18 >= 0 );
    v23 = data.m_vecOrigin.z;
    _mm_storel_epi64(tickRecord, _mm_loadl_epi64(&data.m_vecOrigin));
    tickRecord->m_vecOrigin.z = v23;
  }
}
 
This shit is already public + I called it shit for a reason, it is not worth to look into, all this is-is a scuffed origin extrapolation. You should instead look at how the game does it and paste that
 
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are you blind that cannot realize that even the SimulateMovement(data_velocity, data_origin, m_pEntity, data_flags, bInAir) has the same arguments of the extrapolation function in fatality???
all this poor "aimware code attempt " has new is just the poor checks you made
bro shut the fuck up, literally ur talking about a function i didn't even post lmfao
and i can tell that ur so fucking new and dont even know what ur talking about because the function u are talking about was originally leaked from an aimware dump and pasted by every fucking source there is today lmfao. hdf
 
can you give personal? wanted to take a look at it
 
Just check gladiatorz
 
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bro shut the fuck up, literally ur talking about a function i didn't even post lmfao
and i can tell that ur so fucking new and dont even know what ur talking about because the function u are talking about was originally leaked from an aimware dump and pasted by every fucking source there is today lmfao. hdf
I don't know if ur trolling or not but that basic play simulation function has been published first time in uc you clearly don't know what u doing keep setting players origin & other player flags to something that is not even accurate it will break everything but ofc ur knowledge is unexistent that you cant even paste the important part of game movement rebuilted in mutiny v3 kid.
 
I don't know if ur trolling or not but that basic play simulation function has been published first time in uc you clearly don't know what u doing keep setting players origin & other player flags to something that is not even accurate it will break everything but ofc ur knowledge is unexistent that you cant even paste the important part of game movement rebuilted in mutiny v3 kid.
just please shut up after reading this because u keep making urself look like more of an idiot;
first off ur join date tells me that u definitely do not know where that code came from
second off why do u keep thinking that is my code
third off i posted this because it is dogshit and it is aimware v2 code lmao, so u don't need to keep saying it's bad or saying that it's mine
the fourth and last thing, you would keep telling me multiple times to go paste something because u obviously paste yourself. too bad i don't need to
 
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