Вопрос Help with rebuild setup velocity resolver crashing.

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
So before the update the other week I used rebuild setup velocity to get the players max and min body yaw but after update it crashes whenever I try kill someone, it is the resolver because cheat works fine without it. I tried weave, lw and pandora and it crashed with all. IF anyone can give some help I would be gratefull.

C++:
void ResolveAngles(player_t* ent) {

    auto animationstate = ent->get_animation_state();

    if (!animationstate)
        return;

    auto weapont = ent->m_hActiveWeapon();

    float flMaxMovementSpeedt = 260.0f;
    if (weapont)
        flMaxMovementSpeedt = std::fmax(weapont->get_csweapon_info()->flMaxPlayerSpeed, 0.001f);

    auto m_flVelocityUnknown = *(float*)(uintptr_t(animationstate) + 0x2A4);

    if (animationstate->m_flFeetSpeedUnknownForwardOrSideways < 1.0f)
    {
        if (animationstate->m_flFeetSpeedUnknownForwardOrSideways < 0.5f)
        {
            float vel = m_flVelocityUnknown;
            float delta = animationstate->m_flLastClientSideAnimationUpdateTime * 60.0f;
            float newvel;
            if ((80.0f - vel) <= delta)
            {
                if (-delta <= (80.0f - vel))
                    newvel = 80.0f;
                else
                    newvel = vel - delta;
            }
            else
            {
                newvel = vel + delta;
            }
            m_flVelocityUnknown = newvel;
        }
    }

    bool bWasMovingLastUpdate = false;
    bool bJustStartedMovingLastUpdate = false;
    if (ent->m_vecVelocity().Length2D() <= 0.0f)
    {
        animationstate->m_flTimeSinceStartedMoving = 0.0f;
        bWasMovingLastUpdate = animationstate->m_flTimeSinceStoppedMoving <= 0.0f;
        animationstate->m_flTimeSinceStoppedMoving += animationstate->m_flLastClientSideAnimationUpdateTime;
    }
    else
    {
        animationstate->m_flTimeSinceStoppedMoving = 0.0f;
        bJustStartedMovingLastUpdate = animationstate->m_flTimeSinceStartedMoving <= 0.0f;
        animationstate->m_flTimeSinceStartedMoving = animationstate->m_flLastClientSideAnimationUpdateTime + animationstate->m_flTimeSinceStartedMoving;
    }

    animationstate->m_flCurrentFeetYaw = animationstate->AbsYaw();

    auto v47 = std::clamp(animationstate->AbsYaw(), -360.0f, 360.0f);
    auto v49 = math::normalize_yaw(math::AngleDiff(animationstate->m_flEyeYaw, v47));

    if (animationstate->m_flFeetSpeedForwardsOrSideWays >= 0.0)
        animationstate->m_flFeetSpeedForwardsOrSideWays = fminf(animationstate->m_flFeetSpeedForwardsOrSideWays, 1.0);
    else
        animationstate->m_flFeetSpeedForwardsOrSideWays = 0.0;

    auto v54 = animationstate->m_fDuckAmount;
    auto v55 = ((((*(float*)((uintptr_t)animationstate + 0x11C)) * -0.30000001) - 0.19999999) * animationstate->m_flFeetSpeedForwardsOrSideWays) + 1.0f;
    if (v54 > 0.0)
    {
        if (animationstate->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
            animationstate->m_flFeetSpeedUnknownForwardOrSideways = fminf(animationstate->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
        else
            animationstate->m_flFeetSpeedUnknownForwardOrSideways = 0.0;

        v55 += ((animationstate->m_flFeetSpeedUnknownForwardOrSideways * v54) * (0.5f - v55));
    }

    auto v58 = *(float*)((uintptr_t)animationstate + 0x334) * v55;
    auto v59 = *(float*)((uintptr_t)animationstate + 0x330) * v55;

    if (v49 <= v58)
    {
        if (v59 > v49)
            animationstate->m_flGoalFeetYaw = fabs(v59) + animationstate->m_flEyeYaw;
    }
    else
        animationstate->m_flGoalFeetYaw = animationstate->m_flEyeYaw - fabs(v58);

    animationstate->m_flGoalFeetYaw = math::normalize_yaw(animationstate->m_flGoalFeetYaw);

    if (ent->m_vecVelocity().Length2D() > 0.1 || fabs(animationstate->flUpVelocity) > 100.0)
    {
        animationstate->m_flGoalFeetYaw = ApproachAngle(
            animationstate->m_flEyeYaw,
            animationstate->AbsYaw(),
            (((*(float*)((uintptr_t)animationstate + 0x11C)) * 20.0f) + 30.0f)
            * animationstate->m_flLastClientSideAnimationUpdateTime);
    }
    else
    {
        animationstate->m_flGoalFeetYaw = ApproachAngle(
            ent->GetLBY(),
            animationstate->AbsYaw(),
            animationstate->m_flLastClientSideAnimationUpdateTime * 100.0f);

    }

    bool  balance_adjust[128];

    if (ent->m_vecVelocity().Length2D() <= 1.0
        && animationstate->m_bOnGround
        && animationstate->m_flLastClientSideAnimationUpdateTime > 0.0
        && (math::AngleDiff(animationstate->m_flCurrentFeetYaw, animationstate->AbsYaw()) / animationstate->m_flLastClientSideAnimationUpdateTime) > 120.0)
    {
        balance_adjust[entityindex] = true;
    }
    else
        balance_adjust[entityindex] = false;

    if (ent->m_vecVelocity().Length2D() > 0.0)
    {
        float velAngle = (atan2(-ent->m_vecVelocity().y, -ent->m_vecVelocity().x) * 180.0f) * (1.0f / M_PI);

        if (velAngle < 0.0f)
            velAngle += 360.0f;

        animationstate->m_flUnknownVelocityLean = math::normalize_yaw(math::AngleDiff(velAngle, animationstate->AbsYaw()));
    }

    animationstate-> m_flLeanAmount = math :: normalize_yaw (math :: AngleDiff (animationstate-> m_flUnknownVelocityLean, animationstate-> m_flCurrentTorsoYaw));

    if (bJustStartedMovingLastUpdate && animationstate-> m_flFeetYawRate <= 0.0)
    {
        animationstate-> m_flCurrentTorsoYaw = animationstate-> m_flUnknownVelocityLean;
    }
    else
    {
        if (ent-> m_vecVelocity (). Length2D ()> 0.1f)
        {
            animationstate-> m_flCurrentTorsoYaw = animationstate-> m_flUnknownVelocityLean;
        }
        else
        {
            if (animation * tate-> m_flFeetSpeedUnknownForwardOrSideways> = 0.0)
                animationstate-> m_flFeetSpeedUnknownForwardOrSideways = fminf (animationstate-> m_flFeetSpeedUnknownForwardOrSideways, 1.0);
            else
                animationstate-> m_flFeetSpeedUnknownForwardOrSideways = 0.0;

            if (animationstate-> m_flFeetSpeedForwardsOrSideWays> = 0.0)
                animationstate-> m_flFeetSpeedForwardsOrSideWays = fminf (animationstate-> m_flFeetSpeedForwardsOrSideWays, 1.0);
            else
                animationstate-> m_flFeetSpeedForwardsOrSideWays = 0.0;

            auto v105 = ((animationstate-> m_flFeetSpeedUnknownForwardOrSideways - animationstate-> m_flFeetSpeedForwardsOrSideWays) * animationstate-> m_fDuckAmount) + animationstate-> m_flFeetSpeedForwardsOrSideWays;
            auto v156 = math :: normalize_yaw ((((v105 + 0.1f) * animationstate-> m_flUnknownVelocityLean) + animationstate-> m_flCurrentTorsoYaw));

            animationstate-> m_flCurrentTorsoYaw = v156;
        }
    }

    float eye_goalfeet_delta = math :: AngleDiff (animationstate-> m_flEyeYaw - animationstate-> AbsYaw (), 360.0f);
    float new_body_yaw_pose = 0.0f;

    if (eye_goalfeet_delta <0.0f || v58 == 0.0f)
    {
        if (v59! = 0.0f)
            new_body_yaw_pose = (eye_goalfeet_delta / v59) * -58.0f;
    }
    else
    {
        new_body_yaw_pose = (eye_goalfeet_delta / v58) * 58.0f;
    }
} [/ CODE]
 
get good get legendware
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So before the update the other week I used rebuild setup velocity to get the players max and min body yaw but after update it crashes whenever I try kill someone, it is the resolver because cheat works fine without it. I tried weave, lw and pandora and it crashed with all. IF anyone can give some help I would be gratefull.

C++:
void ResolveAngles(player_t* ent) {

    auto animationstate = ent->get_animation_state();

    if (!animationstate)
        return;

    auto weapont = ent->m_hActiveWeapon();

    float flMaxMovementSpeedt = 260.0f;
    if (weapont)
        flMaxMovementSpeedt = std::fmax(weapont->get_csweapon_info()->flMaxPlayerSpeed, 0.001f);

    auto m_flVelocityUnknown = *(float*)(uintptr_t(animationstate) + 0x2A4);

    if (animationstate->m_flFeetSpeedUnknownForwardOrSideways < 1.0f)
    {
        if (animationstate->m_flFeetSpeedUnknownForwardOrSideways < 0.5f)
        {
            float vel = m_flVelocityUnknown;
            float delta = animationstate->m_flLastClientSideAnimationUpdateTime * 60.0f;
            float newvel;
            if ((80.0f - vel) <= delta)
            {
                if (-delta <= (80.0f - vel))
                    newvel = 80.0f;
                else
                    newvel = vel - delta;
            }
            else
            {
                newvel = vel + delta;
            }
            m_flVelocityUnknown = newvel;
        }
    }

    bool bWasMovingLastUpdate = false;
    bool bJustStartedMovingLastUpdate = false;
    if (ent->m_vecVelocity().Length2D() <= 0.0f)
    {
        animationstate->m_flTimeSinceStartedMoving = 0.0f;
        bWasMovingLastUpdate = animationstate->m_flTimeSinceStoppedMoving <= 0.0f;
        animationstate->m_flTimeSinceStoppedMoving += animationstate->m_flLastClientSideAnimationUpdateTime;
    }
    else
    {
        animationstate->m_flTimeSinceStoppedMoving = 0.0f;
        bJustStartedMovingLastUpdate = animationstate->m_flTimeSinceStartedMoving <= 0.0f;
        animationstate->m_flTimeSinceStartedMoving = animationstate->m_flLastClientSideAnimationUpdateTime + animationstate->m_flTimeSinceStartedMoving;
    }

    animationstate->m_flCurrentFeetYaw = animationstate->AbsYaw();

    auto v47 = std::clamp(animationstate->AbsYaw(), -360.0f, 360.0f);
    auto v49 = math::normalize_yaw(math::AngleDiff(animationstate->m_flEyeYaw, v47));

    if (animationstate->m_flFeetSpeedForwardsOrSideWays >= 0.0)
        animationstate->m_flFeetSpeedForwardsOrSideWays = fminf(animationstate->m_flFeetSpeedForwardsOrSideWays, 1.0);
    else
        animationstate->m_flFeetSpeedForwardsOrSideWays = 0.0;

    auto v54 = animationstate->m_fDuckAmount;
    auto v55 = ((((*(float*)((uintptr_t)animationstate + 0x11C)) * -0.30000001) - 0.19999999) * animationstate->m_flFeetSpeedForwardsOrSideWays) + 1.0f;
    if (v54 > 0.0)
    {
        if (animationstate->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
            animationstate->m_flFeetSpeedUnknownForwardOrSideways = fminf(animationstate->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
        else
            animationstate->m_flFeetSpeedUnknownForwardOrSideways = 0.0;

        v55 += ((animationstate->m_flFeetSpeedUnknownForwardOrSideways * v54) * (0.5f - v55));
    }

    auto v58 = *(float*)((uintptr_t)animationstate + 0x334) * v55;
    auto v59 = *(float*)((uintptr_t)animationstate + 0x330) * v55;

    if (v49 <= v58)
    {
        if (v59 > v49)
            animationstate->m_flGoalFeetYaw = fabs(v59) + animationstate->m_flEyeYaw;
    }
    else
        animationstate->m_flGoalFeetYaw = animationstate->m_flEyeYaw - fabs(v58);

    animationstate->m_flGoalFeetYaw = math::normalize_yaw(animationstate->m_flGoalFeetYaw);

    if (ent->m_vecVelocity().Length2D() > 0.1 || fabs(animationstate->flUpVelocity) > 100.0)
    {
        animationstate->m_flGoalFeetYaw = ApproachAngle(
            animationstate->m_flEyeYaw,
            animationstate->AbsYaw(),
            (((*(float*)((uintptr_t)animationstate + 0x11C)) * 20.0f) + 30.0f)
            * animationstate->m_flLastClientSideAnimationUpdateTime);
    }
    else
    {
        animationstate->m_flGoalFeetYaw = ApproachAngle(
            ent->GetLBY(),
            animationstate->AbsYaw(),
            animationstate->m_flLastClientSideAnimationUpdateTime * 100.0f);

    }

    bool  balance_adjust[128];

    if (ent->m_vecVelocity().Length2D() <= 1.0
        && animationstate->m_bOnGround
        && animationstate->m_flLastClientSideAnimationUpdateTime > 0.0
        && (math::AngleDiff(animationstate->m_flCurrentFeetYaw, animationstate->AbsYaw()) / animationstate->m_flLastClientSideAnimationUpdateTime) > 120.0)
    {
        balance_adjust[entityindex] = true;
    }
    else
        balance_adjust[entityindex] = false;

    if (ent->m_vecVelocity().Length2D() > 0.0)
    {
        float velAngle = (atan2(-ent->m_vecVelocity().y, -ent->m_vecVelocity().x) * 180.0f) * (1.0f / M_PI);

        if (velAngle < 0.0f)
            velAngle += 360.0f;

        animationstate->m_flUnknownVelocityLean = math::normalize_yaw(math::AngleDiff(velAngle, animationstate->AbsYaw()));
    }

    animationstate-> m_flLeanAmount = math :: normalize_yaw (math :: AngleDiff (animationstate-> m_flUnknownVelocityLean, animationstate-> m_flCurrentTorsoYaw));

    if (bJustStartedMovingLastUpdate && animationstate-> m_flFeetYawRate <= 0.0)
    {
        animationstate-> m_flCurrentTorsoYaw = animationstate-> m_flUnknownVelocityLean;
    }
    else
    {
        if (ent-> m_vecVelocity (). Length2D ()> 0.1f)
        {
            animationstate-> m_flCurrentTorsoYaw = animationstate-> m_flUnknownVelocityLean;
        }
        else
        {
            if (animation * tate-> m_flFeetSpeedUnknownForwardOrSideways> = 0.0)
                animationstate-> m_flFeetSpeedUnknownForwardOrSideways = fminf (animationstate-> m_flFeetSpeedUnknownForwardOrSideways, 1.0);
            else
                animationstate-> m_flFeetSpeedUnknownForwardOrSideways = 0.0;

            if (animationstate-> m_flFeetSpeedForwardsOrSideWays> = 0.0)
                animationstate-> m_flFeetSpeedForwardsOrSideWays = fminf (animationstate-> m_flFeetSpeedForwardsOrSideWays, 1.0);
            else
                animationstate-> m_flFeetSpeedForwardsOrSideWays = 0.0;

            auto v105 = ((animationstate-> m_flFeetSpeedUnknownForwardOrSideways - animationstate-> m_flFeetSpeedForwardsOrSideWays) * animationstate-> m_fDuckAmount) + animationstate-> m_flFeetSpeedForwardsOrSideWays;
            auto v156 = math :: normalize_yaw ((((v105 + 0.1f) * animationstate-> m_flUnknownVelocityLean) + animationstate-> m_flCurrentTorsoYaw));

            animationstate-> m_flCurrentTorsoYaw = v156;
        }
    }

    float eye_goalfeet_delta = math :: AngleDiff (animationstate-> m_flEyeYaw - animationstate-> AbsYaw (), 360.0f);
    float new_body_yaw_pose = 0.0f;

    if (eye_goalfeet_delta <0.0f || v58 == 0.0f)
    {
        if (v59! = 0.0f)
            new_body_yaw_pose = (eye_goalfeet_delta / v59) * -58.0f;
    }
    else
    {
        new_body_yaw_pose = (eye_goalfeet_delta / v58) * 58.0f;
    }
} [/ CODE]
C++:
 auto m_flVelocityUnknown = *(float*)(uintptr_t(animationstate) + 0x2A4);
C++:
    auto v58 = *(float*)((uintptr_t)animationstate + 0x334) * v55;
    auto v59 = *(float*)((uintptr_t)animationstate + 0x330) * v55;
check if these offsets are up to date pretty sure they arent
 
Забаненный
Статус
Оффлайн
Регистрация
9 Ноя 2020
Сообщения
57
Реакции[?]
5
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
 auto m_flVelocityUnknown = *(float*)(uintptr_t(animationstate) + 0x2A4);
C++:
    auto v58 = *(float*)((uintptr_t)animationstate + 0x334) * v55;
    auto v59 = *(float*)((uintptr_t)animationstate + 0x330) * v55;
check if these offsets are up to date pretty sure they arent
I already fixed it thanks though.
 
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