C++ Lw resolver

gabeg
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C++:
void c_resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
player = e;
player_record = record;

original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
original_pitch = math::normalize_pitch(pitch);
}




void c_resolver::reset()
{
player = nullptr;
player_record = nullptr;

side = false;
fake = false;

was_first_bruteforce = false;
was_second_bruteforce = false;

original_goal_feet_yaw = 0.0f;
original_pitch = 0.0f;
}


int FreestandSide[64];

void c_resolver::StoreFreestand()
{
if (!g_ctx.local()->m_hActiveWeapon().Get())
return;

for (int i = 1; i < m_globals()->m_maxclients; ++i)
{
auto player = (player_t*)m_entitylist()->GetClientEntity(i);

if (!player || !player->is_alive() || player->IsDormant() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
continue;

bool Autowalled = false, HitSide1 = false, HitSide2 = false;
auto idx = player->EntIndex();
float angToLocal = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
Vector ViewPoint = g_ctx.local()->m_vecOrigin() + Vector(0, 0, 90);
Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))), (45 * cos(DEG2RAD(angToLocal))) };
Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))), (45 * cos(DEG2RAD(angToLocal + 180))) };

Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))), (50 * cos(DEG2RAD(angToLocal))) };
Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))), (50 * cos(DEG2RAD(angToLocal + 180))) };

Vector Origin = player->m_vecOrigin();

Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

for (int side = 0; side < 2; side++)
{
Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x, Origin.y - OriginLeftRight[side].y, Origin.z + 90 };
Vector ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x, ViewPoint.y - OriginLeftRightLocal[side].y, ViewPoint.z };

if (autowall::get().CanHitFloatingPoint(OriginAutowall, ViewPoint))
{
if (side == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (side == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
else
{
for (int sidealternative = 0; sidealternative < 2; sidealternative++)
{
Vector ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x, Origin.y - OriginLeftRight[sidealternative].y, Origin.z + 90 };

if (autowall::get().CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
{
if (sidealternative == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (sidealternative == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
}
}
}

}
}


void c_resolver::resolve_yaw(player_t* e) {
auto animstate = e->get_animation_state();
auto absYaw = &animstate->m_flGoalFeetYaw;
auto eyeYaw = &e->m_angEyeAngles().y;
//auto speed = e->m_vecVelocity().Length2D();


auto Left = math::normalize_yaw(*eyeYaw - 58.0f);
auto Right = math::normalize_yaw(*eyeYaw + 58.0f);
//auto lowLeft = math::normalize_yaw(*eyeYaw - 29.0f);
//auto lowRight = math::normalize_yaw(*eyeYaw + 29.0f);

{
if (g_ctx.globals.missed_shots[e->EntIndex()] > 0)
{
switch (g_ctx.globals.missed_shots[e->EntIndex()] % 2)
{
case 0:
*absYaw = Left;
break;
case 1:
*absYaw = Right;
break;
}
}
}

}


float c_resolver::resolve_pitch()
{

return original_pitch;
}
 
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C++:
void c_resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
player = e;
player_record = record;

original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
original_pitch = math::normalize_pitch(pitch);
}




void c_resolver::reset()
{
player = nullptr;
player_record = nullptr;

side = false;
fake = false;

was_first_bruteforce = false;
was_second_bruteforce = false;

original_goal_feet_yaw = 0.0f;
original_pitch = 0.0f;
}


int FreestandSide[64];

void c_resolver::StoreFreestand()
{
if (!g_ctx.local()->m_hActiveWeapon().Get())
return;

for (int i = 1; i < m_globals()->m_maxclients; ++i)
{
auto player = (player_t*)m_entitylist()->GetClientEntity(i);

if (!player || !player->is_alive() || player->IsDormant() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
continue;

bool Autowalled = false, HitSide1 = false, HitSide2 = false;
auto idx = player->EntIndex();
float angToLocal = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
Vector ViewPoint = g_ctx.local()->m_vecOrigin() + Vector(0, 0, 90);
Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))), (45 * cos(DEG2RAD(angToLocal))) };
Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))), (45 * cos(DEG2RAD(angToLocal + 180))) };

Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))), (50 * cos(DEG2RAD(angToLocal))) };
Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))), (50 * cos(DEG2RAD(angToLocal + 180))) };

Vector Origin = player->m_vecOrigin();

Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

for (int side = 0; side < 2; side++)
{
Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x, Origin.y - OriginLeftRight[side].y, Origin.z + 90 };
Vector ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x, ViewPoint.y - OriginLeftRightLocal[side].y, ViewPoint.z };

if (autowall::get().CanHitFloatingPoint(OriginAutowall, ViewPoint))
{
if (side == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (side == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
else
{
for (int sidealternative = 0; sidealternative < 2; sidealternative++)
{
Vector ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x, Origin.y - OriginLeftRight[sidealternative].y, Origin.z + 90 };

if (autowall::get().CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
{
if (sidealternative == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (sidealternative == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
}
}
}

}
}


void c_resolver::resolve_yaw(player_t* e) {
auto animstate = e->get_animation_state();
auto absYaw = &animstate->m_flGoalFeetYaw;
auto eyeYaw = &e->m_angEyeAngles().y;
//auto speed = e->m_vecVelocity().Length2D();


auto Left = math::normalize_yaw(*eyeYaw - 58.0f);
auto Right = math::normalize_yaw(*eyeYaw + 58.0f);
//auto lowLeft = math::normalize_yaw(*eyeYaw - 29.0f);
//auto lowRight = math::normalize_yaw(*eyeYaw + 29.0f);

{
if (g_ctx.globals.missed_shots[e->EntIndex()] > 0)
{
switch (g_ctx.globals.missed_shots[e->EntIndex()] % 2)
{
case 0:
*absYaw = Left;
break;
case 1:
*absYaw = Right;
break;
}
}
}

}


float c_resolver::resolve_pitch()
{

return original_pitch;
}
ну такое
 
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gabeg
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C++:
void c_resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
player = e;
player_record = record;

original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
original_pitch = math::normalize_pitch(pitch);
}




void c_resolver::reset()
{
player = nullptr;
player_record = nullptr;

side = false;
fake = false;

was_first_bruteforce = false;
was_second_bruteforce = false;

original_goal_feet_yaw = 0.0f;
original_pitch = 0.0f;
}


int FreestandSide[64];

void c_resolver::StoreFreestand()
{
if (!g_ctx.local()->m_hActiveWeapon().Get())
return;

for (int i = 1; i < m_globals()->m_maxclients; ++i)
{
auto player = (player_t*)m_entitylist()->GetClientEntity(i);

if (!player || !player->is_alive() || player->IsDormant() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
continue;

bool Autowalled = false, HitSide1 = false, HitSide2 = false;
auto idx = player->EntIndex();
float angToLocal = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
Vector ViewPoint = g_ctx.local()->m_vecOrigin() + Vector(0, 0, 90);
Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))), (45 * cos(DEG2RAD(angToLocal))) };
Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))), (45 * cos(DEG2RAD(angToLocal + 180))) };

Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))), (50 * cos(DEG2RAD(angToLocal))) };
Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))), (50 * cos(DEG2RAD(angToLocal + 180))) };

Vector Origin = player->m_vecOrigin();

Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

for (int side = 0; side < 2; side++)
{
Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x, Origin.y - OriginLeftRight[side].y, Origin.z + 90 };
Vector ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x, ViewPoint.y - OriginLeftRightLocal[side].y, ViewPoint.z };

if (autowall::get().CanHitFloatingPoint(OriginAutowall, ViewPoint))
{
if (side == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (side == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
else
{
for (int sidealternative = 0; sidealternative < 2; sidealternative++)
{
Vector ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x, Origin.y - OriginLeftRight[sidealternative].y, Origin.z + 90 };

if (autowall::get().CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
{
if (sidealternative == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (sidealternative == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
}
}
}

}
}


void c_resolver::resolve_yaw(player_t* e) {
auto animstate = e->get_animation_state();
auto absYaw = &animstate->m_flGoalFeetYaw;
auto eyeYaw = &e->m_angEyeAngles().y;
//auto speed = e->m_vecVelocity().Length2D();


auto Left = math::normalize_yaw(*eyeYaw - 58.0f);
auto Right = math::normalize_yaw(*eyeYaw + 58.0f);
//auto lowLeft = math::normalize_yaw(*eyeYaw - 29.0f);
//auto lowRight = math::normalize_yaw(*eyeYaw + 29.0f);

{
if (g_ctx.globals.missed_shots[e->EntIndex()] > 0)
{
switch (g_ctx.globals.missed_shots[e->EntIndex()] % 2)
{
case 0:
*absYaw = Left;
break;
case 1:
*absYaw = Right;
break;
}
}
}

}


float c_resolver::resolve_pitch()
{

return original_pitch;
}
а сейчас брать ресольвер от вейва да и к тому же не верный это круто у пастеров, да?
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
а сейчас брать ресольвер от вейва да и к тому же не верный это круто у пастеров, да?
сейчас бы делать анти фристенд и чеком на дистанцию..
когда тебе хватит сравнение по дамагу..
 
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C++:
void c_resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
player = e;
player_record = record;

original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
original_pitch = math::normalize_pitch(pitch);
}




void c_resolver::reset()
{
player = nullptr;
player_record = nullptr;

side = false;
fake = false;

was_first_bruteforce = false;
was_second_bruteforce = false;

original_goal_feet_yaw = 0.0f;
original_pitch = 0.0f;
}


int FreestandSide[64];

void c_resolver::StoreFreestand()
{
if (!g_ctx.local()->m_hActiveWeapon().Get())
return;

for (int i = 1; i < m_globals()->m_maxclients; ++i)
{
auto player = (player_t*)m_entitylist()->GetClientEntity(i);

if (!player || !player->is_alive() || player->IsDormant() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum())
continue;

bool Autowalled = false, HitSide1 = false, HitSide2 = false;
auto idx = player->EntIndex();
float angToLocal = math::calculate_angle(g_ctx.local()->m_vecOrigin(), player->m_vecOrigin()).y;
Vector ViewPoint = g_ctx.local()->m_vecOrigin() + Vector(0, 0, 90);
Vector2D Side1 = { (45 * sin(DEG2RAD(angToLocal))), (45 * cos(DEG2RAD(angToLocal))) };
Vector2D Side2 = { (45 * sin(DEG2RAD(angToLocal + 180))), (45 * cos(DEG2RAD(angToLocal + 180))) };

Vector2D Side3 = { (50 * sin(DEG2RAD(angToLocal))), (50 * cos(DEG2RAD(angToLocal))) };
Vector2D Side4 = { (50 * sin(DEG2RAD(angToLocal + 180))), (50 * cos(DEG2RAD(angToLocal + 180))) };

Vector Origin = player->m_vecOrigin();

Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

for (int side = 0; side < 2; side++)
{
Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x, Origin.y - OriginLeftRight[side].y, Origin.z + 90 };
Vector ViewPointAutowall = { ViewPoint.x + OriginLeftRightLocal[side].x, ViewPoint.y - OriginLeftRightLocal[side].y, ViewPoint.z };

if (autowall::get().CanHitFloatingPoint(OriginAutowall, ViewPoint))
{
if (side == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (side == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
else
{
for (int sidealternative = 0; sidealternative < 2; sidealternative++)
{
Vector ViewPointAutowallalternative = { Origin.x + OriginLeftRight[sidealternative].x, Origin.y - OriginLeftRight[sidealternative].y, Origin.z + 90 };

if (autowall::get().CanHitFloatingPoint(ViewPointAutowallalternative, ViewPointAutowall))
{
if (sidealternative == 0)
{
HitSide1 = true;
FreestandSide[idx] = -1;
}
else if (sidealternative == 1)
{
HitSide2 = true;
FreestandSide[idx] = 1;
}

Autowalled = true;
}
}
}
}

}
}


void c_resolver::resolve_yaw(player_t* e) {
auto animstate = e->get_animation_state();
auto absYaw = &animstate->m_flGoalFeetYaw;
auto eyeYaw = &e->m_angEyeAngles().y;
//auto speed = e->m_vecVelocity().Length2D();


auto Left = math::normalize_yaw(*eyeYaw - 58.0f);
auto Right = math::normalize_yaw(*eyeYaw + 58.0f);
//auto lowLeft = math::normalize_yaw(*eyeYaw - 29.0f);
//auto lowRight = math::normalize_yaw(*eyeYaw + 29.0f);

{
if (g_ctx.globals.missed_shots[e->EntIndex()] > 0)
{
switch (g_ctx.globals.missed_shots[e->EntIndex()] % 2)
{
case 0:
*absYaw = Left;
break;
case 1:
*absYaw = Right;
break;
}
}
}

}


float c_resolver::resolve_pitch()
{

return original_pitch;
}
блять я конечно всё понимаю ( но это совсем уже пиздец)
 
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я сказал за дело. Ибо по комментарию данного человека я могу судить что он не понимает как работает антифристенд по трейсерам.
Создай в оффтопе тогда тему и сиди выставляй из него клоуна, ибо это уже просто должно варнится по 1.1 как бессмысленное сообщение тк оно здесь не уместно, чел просто сурс хуйни выложил и ты ответил, потом тебе ответили, потом ты начал продолжать агрессивно отвечать ему. А ведь мог просто поставить ему реакцию клоуна и забить не выстаивая своего.
 
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