Вопрос Move resolve [lw]

Пользователь
Статус
Оффлайн
Регистрация
3 Июл 2021
Сообщения
825
Реакции[?]
93
Поинты[?]
10K
чит миссает в мувы по кд а стенды фиксит, есть идеи как фиксить мувы(не детектить), либо норм резик который не срет в мувы для изучения
 
Пользователь
Статус
Оффлайн
Регистрация
3 Июл 2021
Сообщения
825
Реакции[?]
93
Поинты[?]
10K
анимлееры...
берешь ребилд из десинквипа by soufiwi technology или отсюда: https://yougame.biz/threads/211753/
Сойдет?
Код:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com

#include "animation_system.h"
#include "..\misc\misc.h"
#include "..\misc\logs.h"

std::deque <adjust_data> player_records[65];

void lagcompensation::fsn(ClientFrameStage_t stage)
{
    if (stage != FRAME_NET_UPDATE_END)
        return;

    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled)
        return;

    for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (e == g_ctx.local())
            continue;

        if (!valid(i, e))
            continue;

        auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount);

        if (time_delta > 1.0f / m_globals()->m_intervalpertick)
            continue;

        auto update = player_records[i].empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550

        if (update) //-V550
        {
            if (!player_records[i].empty() && (e->m_vecOrigin() - player_records[i].front().origin).LengthSqr() > 4096.0f)
                for (auto& record : player_records[i])
                    record.invalid = true;

            player_records[i].emplace_front(adjust_data());
            update_player_animations(e);

            while (player_records[i].size() > 32)
                player_records[i].pop_back();
        }
    }
}

bool lagcompensation::valid(int i, player_t* e)
{
    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled || !e->valid(false))
    {
        if (!e->is_alive())
        {
            is_dormant[i] = false;
            player_resolver[i].reset();

            g_ctx.globals.fired_shots[i] = 0;
            g_ctx.globals.missed_shots[i] = 0;
        }
        else if (e->IsDormant())
            is_dormant[i] = true;

        player_records[i].clear();
        return false;
    }

    return true;
}

void lagcompensation::extrapolate(player_t* player, Vector& origin, Vector& velocity, int& flags, bool wasonground)
{
    static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));
    static auto sv_jump_impulse = m_cvar()->FindVar(crypt_str("sv_jump_impulse"));

    if (!(flags & FL_ONGROUND))
        velocity.z -= (m_globals()->m_frametime * sv_gravity->GetFloat());
    else if (wasonground)
        velocity.z = sv_jump_impulse->GetFloat();

    const Vector mins = player->GetCollideable()->OBBMins();
    const Vector max = player->GetCollideable()->OBBMaxs();

    const Vector src = origin;
    Vector end = src + (velocity * m_globals()->m_frametime);

    Ray_t ray;
    ray.Init(src, end, mins, max);

    trace_t trace;
    CTraceFilter filter;
    filter.pSkip = (void*)(player);

    m_trace()->TraceRay(ray, MASK_PLAYERSOLID, &filter, &trace);

    if (trace.fraction != 1.f)
    {
        for (int i = 0; i < 2; i++)
        {
            velocity -= trace.plane.normal * velocity.Dot(trace.plane.normal);

            const float dot = velocity.Dot(trace.plane.normal);
            if (dot < 0.f)
            {
                velocity.x -= dot * trace.plane.normal.x;
                velocity.y -= dot * trace.plane.normal.y;
                velocity.z -= dot * trace.plane.normal.z;
            }

            end = trace.endpos + (velocity * (m_globals()->m_intervalpertick * (1.f - trace.fraction)));

            ray.Init(trace.endpos, end, mins, max);
            m_trace()->TraceRay(ray, MASK_PLAYERSOLID, &filter, &trace);

            if (trace.fraction == 1.f)
                break;
        }
    }

    origin = trace.endpos;
    end = trace.endpos;
    end.z -= 2.f;

    ray.Init(origin, end, mins, max);
    m_trace()->TraceRay(ray, MASK_PLAYERSOLID, &filter, &trace);

    flags &= ~(1 << 0);

    if (trace.DidHit() && trace.plane.normal.z > 0.7f)
        flags |= (1 << 0);
}

void lagcompensation::update_player_animations(player_t* e)
{
    auto animstate = e->get_animation_state();

    if (!animstate)
        return;

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(e->EntIndex(), &player_info))
        return;

    auto records = &player_records[e->EntIndex()];

    if (records->empty())
        return;

    adjust_data* previous_record = nullptr;

    auto record = &records->front();

    const auto simtime_delta = e->m_flSimulationTime() - e->m_flOldSimulationTime();
    const auto choked_ticks = ((simtime_delta / m_globals()->m_intervalpertick) + 0.5);
    const auto simulation_tick_delta = choked_ticks - 2;
    const auto delta_ticks = (std::clamp(TIME_TO_TICKS(m_engine()->GetNetChannelInfo()->GetLatency(1) + m_engine()->GetNetChannelInfo()->GetLatency(0)) + m_globals()->m_tickcount - TIME_TO_TICKS(e->m_flSimulationTime() + util::get_interpolation()), 0, 100)) - simulation_tick_delta;

    if (delta_ticks > 0 && records->size() >= 2)
    {
        auto ticks_left = static_cast<int>(simulation_tick_delta);
        ticks_left = std::clamp(ticks_left, 1, 10);
        do
        {
            auto data_origin = record->origin;
            auto data_velocity = record->velocity;
            auto data_flags = record->flags;

            extrapolate(e, data_origin, data_velocity, data_flags, !(e->m_fFlags() & FL_ONGROUND));

            record->simulation_time += m_globals()->m_intervalpertick;
            record->origin = data_origin;
            record->velocity = data_velocity;
            --ticks_left;
        } while (ticks_left > 0);
    }
    else if (records->size() >= 2)
        previous_record = &records->at(1);

    AnimationLayer animlayers[15];

    memcpy(animlayers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(record->layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    auto backup_lower_body_yaw_target = e->m_flLowerBodyYawTarget();
    auto backup_duck_amount = e->m_flDuckAmount();
    auto backup_flags = e->m_fFlags();
    auto backup_eflags = e->m_iEFlags();


    if (previous_record)
    {
        auto velocity = e->m_vecVelocity();
        auto was_in_air = e->m_fFlags() & FL_ONGROUND && previous_record->flags & FL_ONGROUND;

        auto time_difference = max(m_globals()->m_intervalpertick, e->m_flSimulationTime() - previous_record->simulation_time);
        auto origin_delta = e->m_vecOrigin() - previous_record->origin;

        auto animation_speed = 0.0f;

        if (!origin_delta.IsZero() && TIME_TO_TICKS(time_difference) > 0)
        {
            e->m_vecVelocity() = origin_delta * (1.0f / time_difference);

            if (e->m_fFlags() & FL_ONGROUND && animlayers[11].m_flWeight > 0.0f && animlayers[11].m_flWeight < 1.0f && animlayers[11].m_flCycle > previous_record->layers[11].m_flCycle)
            {
                auto weapon = e->m_hActiveWeapon().Get();

                if (weapon)
                {
                    auto max_speed = 260.0f;
                    auto weapon_info = e->m_hActiveWeapon().Get()->get_csweapon_info();

                    if (weapon_info)
                        max_speed = e->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

                    auto modifier = 0.35f * (1.0f - animlayers[11].m_flWeight);

                    if (modifier > 0.0f && modifier < 1.0f)
                        animation_speed = max_speed * (modifier + 0.55f);
                }
            }

            if (animation_speed > 0.0f)
            {
                animation_speed /= e->m_vecVelocity().Length2D();

                e->m_vecVelocity().x *= animation_speed;
                e->m_vecVelocity().y *= animation_speed;
            }

            if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
            {
                auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);

                if (!previous_velocity.IsZero() && !was_in_air)
                {
                    auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
                    auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));

                    auto average_direction = current_direction - previous_direction;
                    average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));

                    auto direction_cos = cos(average_direction);
                    auto dirrection_sin = sin(average_direction);

                    auto velocity_speed = e->m_vecVelocity().Length2D();

                    e->m_vecVelocity().x = direction_cos * velocity_speed;
                    e->m_vecVelocity().y = dirrection_sin * velocity_speed;
                }
            }

            if (!(e->m_fFlags() & FL_ONGROUND))
            {
                static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));

                auto fixed_timing = math::clamp(time_difference, m_globals()->m_intervalpertick, 1.0f);
                e->m_vecVelocity().z -= sv_gravity->GetFloat() * fixed_timing * 0.5f;
            }
            else
                e->m_vecVelocity().z = 0.0f;
        }
    }

    e->m_iEFlags() &= ~0x1800;

    if (e->m_fFlags() & FL_ONGROUND && e->m_vecVelocity().Length() > 0.0f && animlayers[6].m_flWeight <= 0.0f)
        e->m_vecVelocity().Zero();

    e->m_vecAbsVelocity() = e->m_vecVelocity();
    e->m_bClientSideAnimation() = true;

    if (is_dormant[e->EntIndex()])
    {
        is_dormant[e->EntIndex()] = false;

        if (e->m_fFlags() & FL_ONGROUND)
        {
            animstate->m_bOnGround = true;
            animstate->m_bInHitGroundAnimation = false;
        }

        animstate->time_since_in_air() = 0.0f;
        animstate->m_flGoalFeetYaw = math::normalize_yaw(animstate->m_flEyeYaw);
    }

    auto updated_animations = false;

    c_baseplayeranimationstate state;
    memcpy(&state, animstate, sizeof(c_baseplayeranimationstate));

    if (previous_record)
    {
        memcpy(e->get_animlayers(), previous_record->layers, e->animlayer_count() * sizeof(AnimationLayer));

        auto ticks_chocked = 1;
        auto simulation_ticks = TIME_TO_TICKS(e->m_flSimulationTime() - previous_record->simulation_time);

        if (simulation_ticks > 0 && simulation_ticks < 17)
            ticks_chocked = simulation_ticks;

        if (ticks_chocked > 1)
        {
            auto land_time = 0.0f;
            auto land_in_cycle = false;
            auto is_landed = false;
            auto on_ground = false;

            if (animlayers[4].m_flCycle < 0.5f && (!(e->m_fFlags() & FL_ONGROUND) || !(previous_record->flags & FL_ONGROUND)))
            {
                land_time = e->m_flSimulationTime() - animlayers[4].m_flPlaybackRate * animlayers[4].m_flCycle;
                land_in_cycle = land_time >= previous_record->simulation_time;
            }

            auto duck_amount_per_tick = (e->m_flDuckAmount() - previous_record->duck_amount) / ticks_chocked;

            for (auto i = 0; i < ticks_chocked; ++i)
            {
                auto simulated_time = previous_record->simulation_time + TICKS_TO_TIME(i);

                if (duck_amount_per_tick)
                    e->m_flDuckAmount() = previous_record->duck_amount + duck_amount_per_tick * (float)i;

                on_ground = e->m_fFlags() & FL_ONGROUND;

                if (land_in_cycle && !is_landed)
                {
                    if (land_time <= simulated_time)
                    {
                        is_landed = true;
                        on_ground = true;
                    }
                    else
                        on_ground = previous_record->flags & FL_ONGROUND;
                }

                if (on_ground)
                    e->m_fFlags() |= FL_ONGROUND;
                else
                    e->m_fFlags() &= ~FL_ONGROUND;

                auto simulated_ticks = TIME_TO_TICKS(simulated_time);

                auto backup_curtime = m_globals()->m_curtime;
                auto backup_frametime = m_globals()->m_frametime;
                auto backup_realtime = m_globals()->m_realtime;
                auto backup_framecount = m_globals()->m_framecount;
                auto backup_tickcount = m_globals()->m_tickcount;
                auto backup_interpolation_amount = m_globals()->m_interpolation_amount;

                m_globals()->m_curtime = e->m_flSimulationTime();
                m_globals()->m_frametime = m_globals()->m_intervalpertick;

                auto realtime_backup = m_globals()->m_realtime;
                auto curtime = m_globals()->m_curtime;
                auto frametime = m_globals()->m_frametime;
                auto absoluteframetime = m_globals()->m_absoluteframetime;
                auto framecount = m_globals()->m_framecount;
                auto tickcount = m_globals()->m_tickcount;
                auto interpolation_amount = m_globals()->m_interpolation_amount;
                int ticks = TIME_TO_TICKS(record->simulation_time);

                m_globals()->m_realtime = realtime_backup;
                m_globals()->m_curtime = simulated_time;
                m_globals()->m_frametime = m_globals()->m_intervalpertick;
                m_globals()->m_absoluteframetime = m_globals()->m_intervalpertick;
                m_globals()->m_framecount = ticks;
                m_globals()->m_tickcount = ticks;
                m_globals()->m_interpolation_amount = 0.f;


                e->update_clientside_animation();


                m_globals()->m_realtime = realtime_backup;
                m_globals()->m_curtime = curtime;
                m_globals()->m_frametime = frametime;
                m_globals()->m_absoluteframetime = absoluteframetime;
                m_globals()->m_framecount = framecount;
                m_globals()->m_tickcount = tickcount;
                m_globals()->m_interpolation_amount = interpolation_amount;
                updated_animations = true;
            }
        }
    }

    if (!updated_animations)
    {
        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;
    }

    memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

    auto setup_matrix = [&](player_t* e, AnimationLayer* layers, const int& matrix) -> void
    {
        e->invalidate_physics_recursive(8);

        AnimationLayer backup_layers[15];
        memcpy(backup_layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        memcpy(e->get_animlayers(), layers, e->animlayer_count() * sizeof(AnimationLayer));

        switch (matrix)
        {
        case MAIN:
            e->setup_bones_fixed(record->matrixes_data.main, BONE_USED_BY_ANYTHING);
            break;
        case NONE:
            e->setup_bones_fixed(record->matrixes_data.zero, BONE_USED_BY_HITBOX);
            break;
        case FIRST:
            e->setup_bones_fixed(record->matrixes_data.first, BONE_USED_BY_HITBOX);
            break;
        case SECOND:
            e->setup_bones_fixed(record->matrixes_data.second, BONE_USED_BY_HITBOX);
            break;
        }

        memcpy(e->get_animlayers(), backup_layers, e->animlayer_count() * sizeof(AnimationLayer));
    };

    if (!player_info.fakeplayer && g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled)
    {
        animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        previous_goal_feet_yaw[e->EntIndex()] = animstate->m_flGoalFeetYaw;
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, NONE);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));
        player_resolver[e->EntIndex()].goal_feet_yaw = animstate->m_flGoalFeetYaw;
        memcpy(player_resolver[e->EntIndex()].resolver_layers[0], e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, FIRST);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));
        memcpy(player_resolver[e->EntIndex()].resolver_layers[2], e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, SECOND);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));
        memcpy(player_resolver[e->EntIndex()].resolver_layers[1], e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], animstate->m_flPitch);
        player_resolver[e->EntIndex()].resolve_yaw();
        player_resolver[e->EntIndex()].StoreAntifreestand();

        if (g_cfg.player_list.low_delta[e->EntIndex()])
        {
            switch (record->side)
            {
            case RESOLVER_FIRST:
                record->side = RESOLVER_LOW_FIRST;
                break;
            case RESOLVER_SECOND:
                record->side = RESOLVER_LOW_SECOND;
                break;
            case RESOLVER_LOW_FIRST:
                record->side = RESOLVER_FIRST;
                break;
            case RESOLVER_LOW_SECOND:
                record->side = RESOLVER_SECOND;
                break;
            }
        }
        else
        {
            for (auto it = lagcompensation::get().player_sets.begin(); it != lagcompensation::get().player_sets.end(); ++it)
                if (it->id == player_info.steamID64 && it->res_type == HISTORY_LOW)
                {
                    switch (record->side)
                    {
                    case RESOLVER_FIRST:
                        record->side = RESOLVER_LOW_FIRST;
                        break;
                    case RESOLVER_SECOND:
                        record->side = RESOLVER_LOW_SECOND;
                        break;
                    case RESOLVER_LOW_FIRST:
                        record->side = RESOLVER_FIRST;
                        break;
                    case RESOLVER_LOW_SECOND:
                        record->side = RESOLVER_SECOND;
                        break;
                    case RESOLVER_NORM:
                        record->side = RESOLVER_FIRST;
                        break;
                    case RESOLVER_NORM2:
                        record->side = RESOLVER_SECOND;
                        break;
                    }
                    break;
                }
        }

        switch (record->side)
        {
        case RESOLVER_ORIGINAL:
            animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];
            break;
        case RESOLVER_ZERO:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
            break;
        case RESOLVER_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + e->get_max_desync_delta());
            break;
        case RESOLVER_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - e->get_max_desync_delta());
            break;
        case RESOLVER_LOW_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + min(22.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_LOW_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - min(22.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_NORM:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + min(24.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_NORM2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - min(24.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_AD:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + min(40.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_AB:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - min(40.0f, e->get_max_desync_delta()));
            break;
        }

        animstate->m_flPitch = player_resolver[e->EntIndex()].resolve_pitch();
    }

    g_ctx.globals.updating_animation = true;
    e->update_clientside_animation();
    g_ctx.globals.updating_animation = false;

    setup_matrix(e, animlayers, MAIN);
    memcpy(e->m_CachedBoneData().Base(), record->matrixes_data.main, e->m_CachedBoneData().Count() * sizeof(matrix3x4_t));


    e->m_flLowerBodyYawTarget() = backup_lower_body_yaw_target;
    e->m_flDuckAmount() = backup_duck_amount;
    e->m_fFlags() = backup_flags;
    e->m_iEFlags() = backup_eflags;

    memcpy(e->get_animlayers(), animlayers, e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(player_resolver[e->EntIndex()].previous_layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    record->store_data(e, false);

    if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
        record->invalid = true;
}
 
Последнее редактирование:
Пользователь
Статус
Оффлайн
Регистрация
14 Янв 2018
Сообщения
388
Реакции[?]
91
Поинты[?]
0
Сойдет?
Код:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com

#include "animation_system.h"
#include "..\misc\misc.h"
#include "..\misc\logs.h"

std::deque <adjust_data> player_records[65];

void lagcompensation::fsn(ClientFrameStage_t stage)
{
    if (stage != FRAME_NET_UPDATE_END)
        return;

    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled)
        return;

    for (auto i = 1; i < m_globals()->m_maxclients; i++) //-V807
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));

        if (e == g_ctx.local())
            continue;

        if (!valid(i, e))
            continue;

        auto time_delta = abs(TIME_TO_TICKS(e->m_flSimulationTime()) - m_globals()->m_tickcount);

        if (time_delta > 1.0f / m_globals()->m_intervalpertick)
            continue;

        auto update = player_records[i].empty() || e->m_flSimulationTime() != e->m_flOldSimulationTime(); //-V550

        if (update) //-V550
        {
            if (!player_records[i].empty() && (e->m_vecOrigin() - player_records[i].front().origin).LengthSqr() > 4096.0f)
                for (auto& record : player_records[i])
                    record.invalid = true;

            player_records[i].emplace_front(adjust_data());
            update_player_animations(e);

            while (player_records[i].size() > 32)
                player_records[i].pop_back();
        }
    }
}

bool lagcompensation::valid(int i, player_t* e)
{
    if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled || !e->valid(false))
    {
        if (!e->is_alive())
        {
            is_dormant[i] = false;
            player_resolver[i].reset();

            g_ctx.globals.fired_shots[i] = 0;
            g_ctx.globals.missed_shots[i] = 0;
        }
        else if (e->IsDormant())
            is_dormant[i] = true;

        player_records[i].clear();
        return false;
    }

    return true;
}

void lagcompensation::extrapolate(player_t* player, Vector& origin, Vector& velocity, int& flags, bool wasonground)
{
    static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));
    static auto sv_jump_impulse = m_cvar()->FindVar(crypt_str("sv_jump_impulse"));

    if (!(flags & FL_ONGROUND))
        velocity.z -= (m_globals()->m_frametime * sv_gravity->GetFloat());
    else if (wasonground)
        velocity.z = sv_jump_impulse->GetFloat();

    const Vector mins = player->GetCollideable()->OBBMins();
    const Vector max = player->GetCollideable()->OBBMaxs();

    const Vector src = origin;
    Vector end = src + (velocity * m_globals()->m_frametime);

    Ray_t ray;
    ray.Init(src, end, mins, max);

    trace_t trace;
    CTraceFilter filter;
    filter.pSkip = (void*)(player);

    m_trace()->TraceRay(ray, MASK_PLAYERSOLID, &filter, &trace);

    if (trace.fraction != 1.f)
    {
        for (int i = 0; i < 2; i++)
        {
            velocity -= trace.plane.normal * velocity.Dot(trace.plane.normal);

            const float dot = velocity.Dot(trace.plane.normal);
            if (dot < 0.f)
            {
                velocity.x -= dot * trace.plane.normal.x;
                velocity.y -= dot * trace.plane.normal.y;
                velocity.z -= dot * trace.plane.normal.z;
            }

            end = trace.endpos + (velocity * (m_globals()->m_intervalpertick * (1.f - trace.fraction)));

            ray.Init(trace.endpos, end, mins, max);
            m_trace()->TraceRay(ray, MASK_PLAYERSOLID, &filter, &trace);

            if (trace.fraction == 1.f)
                break;
        }
    }

    origin = trace.endpos;
    end = trace.endpos;
    end.z -= 2.f;

    ray.Init(origin, end, mins, max);
    m_trace()->TraceRay(ray, MASK_PLAYERSOLID, &filter, &trace);

    flags &= ~(1 << 0);

    if (trace.DidHit() && trace.plane.normal.z > 0.7f)
        flags |= (1 << 0);
}

void lagcompensation::update_player_animations(player_t* e)
{
    auto animstate = e->get_animation_state();

    if (!animstate)
        return;

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(e->EntIndex(), &player_info))
        return;

    auto records = &player_records[e->EntIndex()];

    if (records->empty())
        return;

    adjust_data* previous_record = nullptr;

    auto record = &records->front();

    const auto simtime_delta = e->m_flSimulationTime() - e->m_flOldSimulationTime();
    const auto choked_ticks = ((simtime_delta / m_globals()->m_intervalpertick) + 0.5);
    const auto simulation_tick_delta = choked_ticks - 2;
    const auto delta_ticks = (std::clamp(TIME_TO_TICKS(m_engine()->GetNetChannelInfo()->GetLatency(1) + m_engine()->GetNetChannelInfo()->GetLatency(0)) + m_globals()->m_tickcount - TIME_TO_TICKS(e->m_flSimulationTime() + util::get_interpolation()), 0, 100)) - simulation_tick_delta;

    if (delta_ticks > 0 && records->size() >= 2)
    {
        auto ticks_left = static_cast<int>(simulation_tick_delta);
        ticks_left = std::clamp(ticks_left, 1, 10);
        do
        {
            auto data_origin = record->origin;
            auto data_velocity = record->velocity;
            auto data_flags = record->flags;

            extrapolate(e, data_origin, data_velocity, data_flags, !(e->m_fFlags() & FL_ONGROUND));

            record->simulation_time += m_globals()->m_intervalpertick;
            record->origin = data_origin;
            record->velocity = data_velocity;
            --ticks_left;
        } while (ticks_left > 0);
    }
    else if (records->size() >= 2)
        previous_record = &records->at(1);

    AnimationLayer animlayers[15];

    memcpy(animlayers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(record->layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    auto backup_lower_body_yaw_target = e->m_flLowerBodyYawTarget();
    auto backup_duck_amount = e->m_flDuckAmount();
    auto backup_flags = e->m_fFlags();
    auto backup_eflags = e->m_iEFlags();


    if (previous_record)
    {
        auto velocity = e->m_vecVelocity();
        auto was_in_air = e->m_fFlags() & FL_ONGROUND && previous_record->flags & FL_ONGROUND;

        auto time_difference = max(m_globals()->m_intervalpertick, e->m_flSimulationTime() - previous_record->simulation_time);
        auto origin_delta = e->m_vecOrigin() - previous_record->origin;

        auto animation_speed = 0.0f;

        if (!origin_delta.IsZero() && TIME_TO_TICKS(time_difference) > 0)
        {
            e->m_vecVelocity() = origin_delta * (1.0f / time_difference);

            if (e->m_fFlags() & FL_ONGROUND && animlayers[11].m_flWeight > 0.0f && animlayers[11].m_flWeight < 1.0f && animlayers[11].m_flCycle > previous_record->layers[11].m_flCycle)
            {
                auto weapon = e->m_hActiveWeapon().Get();

                if (weapon)
                {
                    auto max_speed = 260.0f;
                    auto weapon_info = e->m_hActiveWeapon().Get()->get_csweapon_info();

                    if (weapon_info)
                        max_speed = e->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

                    auto modifier = 0.35f * (1.0f - animlayers[11].m_flWeight);

                    if (modifier > 0.0f && modifier < 1.0f)
                        animation_speed = max_speed * (modifier + 0.55f);
                }
            }

            if (animation_speed > 0.0f)
            {
                animation_speed /= e->m_vecVelocity().Length2D();

                e->m_vecVelocity().x *= animation_speed;
                e->m_vecVelocity().y *= animation_speed;
            }

            if (records->size() >= 3 && time_difference > m_globals()->m_intervalpertick)
            {
                auto previous_velocity = (previous_record->origin - records->at(2).origin) * (1.0f / time_difference);

                if (!previous_velocity.IsZero() && !was_in_air)
                {
                    auto current_direction = math::normalize_yaw(RAD2DEG(atan2(e->m_vecVelocity().y, e->m_vecVelocity().x)));
                    auto previous_direction = math::normalize_yaw(RAD2DEG(atan2(previous_velocity.y, previous_velocity.x)));

                    auto average_direction = current_direction - previous_direction;
                    average_direction = DEG2RAD(math::normalize_yaw(current_direction + average_direction * 0.5f));

                    auto direction_cos = cos(average_direction);
                    auto dirrection_sin = sin(average_direction);

                    auto velocity_speed = e->m_vecVelocity().Length2D();

                    e->m_vecVelocity().x = direction_cos * velocity_speed;
                    e->m_vecVelocity().y = dirrection_sin * velocity_speed;
                }
            }

            if (!(e->m_fFlags() & FL_ONGROUND))
            {
                static auto sv_gravity = m_cvar()->FindVar(crypt_str("sv_gravity"));

                auto fixed_timing = math::clamp(time_difference, m_globals()->m_intervalpertick, 1.0f);
                e->m_vecVelocity().z -= sv_gravity->GetFloat() * fixed_timing * 0.5f;
            }
            else
                e->m_vecVelocity().z = 0.0f;
        }
    }

    e->m_iEFlags() &= ~0x1800;

    if (e->m_fFlags() & FL_ONGROUND && e->m_vecVelocity().Length() > 0.0f && animlayers[6].m_flWeight <= 0.0f)
        e->m_vecVelocity().Zero();

    e->m_vecAbsVelocity() = e->m_vecVelocity();
    e->m_bClientSideAnimation() = true;

    if (is_dormant[e->EntIndex()])
    {
        is_dormant[e->EntIndex()] = false;

        if (e->m_fFlags() & FL_ONGROUND)
        {
            animstate->m_bOnGround = true;
            animstate->m_bInHitGroundAnimation = false;
        }

        animstate->time_since_in_air() = 0.0f;
        animstate->m_flGoalFeetYaw = math::normalize_yaw(animstate->m_flEyeYaw);
    }

    auto updated_animations = false;

    c_baseplayeranimationstate state;
    memcpy(&state, animstate, sizeof(c_baseplayeranimationstate));

    if (previous_record)
    {
        memcpy(e->get_animlayers(), previous_record->layers, e->animlayer_count() * sizeof(AnimationLayer));

        auto ticks_chocked = 1;
        auto simulation_ticks = TIME_TO_TICKS(e->m_flSimulationTime() - previous_record->simulation_time);

        if (simulation_ticks > 0 && simulation_ticks < 17)
            ticks_chocked = simulation_ticks;

        if (ticks_chocked > 1)
        {
            auto land_time = 0.0f;
            auto land_in_cycle = false;
            auto is_landed = false;
            auto on_ground = false;

            if (animlayers[4].m_flCycle < 0.5f && (!(e->m_fFlags() & FL_ONGROUND) || !(previous_record->flags & FL_ONGROUND)))
            {
                land_time = e->m_flSimulationTime() - animlayers[4].m_flPlaybackRate * animlayers[4].m_flCycle;
                land_in_cycle = land_time >= previous_record->simulation_time;
            }

            auto duck_amount_per_tick = (e->m_flDuckAmount() - previous_record->duck_amount) / ticks_chocked;

            for (auto i = 0; i < ticks_chocked; ++i)
            {
                auto simulated_time = previous_record->simulation_time + TICKS_TO_TIME(i);

                if (duck_amount_per_tick)
                    e->m_flDuckAmount() = previous_record->duck_amount + duck_amount_per_tick * (float)i;

                on_ground = e->m_fFlags() & FL_ONGROUND;

                if (land_in_cycle && !is_landed)
                {
                    if (land_time <= simulated_time)
                    {
                        is_landed = true;
                        on_ground = true;
                    }
                    else
                        on_ground = previous_record->flags & FL_ONGROUND;
                }

                if (on_ground)
                    e->m_fFlags() |= FL_ONGROUND;
                else
                    e->m_fFlags() &= ~FL_ONGROUND;

                auto simulated_ticks = TIME_TO_TICKS(simulated_time);

                auto backup_curtime = m_globals()->m_curtime;
                auto backup_frametime = m_globals()->m_frametime;
                auto backup_realtime = m_globals()->m_realtime;
                auto backup_framecount = m_globals()->m_framecount;
                auto backup_tickcount = m_globals()->m_tickcount;
                auto backup_interpolation_amount = m_globals()->m_interpolation_amount;

                m_globals()->m_curtime = e->m_flSimulationTime();
                m_globals()->m_frametime = m_globals()->m_intervalpertick;

                auto realtime_backup = m_globals()->m_realtime;
                auto curtime = m_globals()->m_curtime;
                auto frametime = m_globals()->m_frametime;
                auto absoluteframetime = m_globals()->m_absoluteframetime;
                auto framecount = m_globals()->m_framecount;
                auto tickcount = m_globals()->m_tickcount;
                auto interpolation_amount = m_globals()->m_interpolation_amount;
                int ticks = TIME_TO_TICKS(record->simulation_time);

                m_globals()->m_realtime = realtime_backup;
                m_globals()->m_curtime = simulated_time;
                m_globals()->m_frametime = m_globals()->m_intervalpertick;
                m_globals()->m_absoluteframetime = m_globals()->m_intervalpertick;
                m_globals()->m_framecount = ticks;
                m_globals()->m_tickcount = ticks;
                m_globals()->m_interpolation_amount = 0.f;


                e->update_clientside_animation();


                m_globals()->m_realtime = realtime_backup;
                m_globals()->m_curtime = curtime;
                m_globals()->m_frametime = frametime;
                m_globals()->m_absoluteframetime = absoluteframetime;
                m_globals()->m_framecount = framecount;
                m_globals()->m_tickcount = tickcount;
                m_globals()->m_interpolation_amount = interpolation_amount;
                updated_animations = true;
            }
        }
    }

    if (!updated_animations)
    {
        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;
    }

    memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

    auto setup_matrix = [&](player_t* e, AnimationLayer* layers, const int& matrix) -> void
    {
        e->invalidate_physics_recursive(8);

        AnimationLayer backup_layers[15];
        memcpy(backup_layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        memcpy(e->get_animlayers(), layers, e->animlayer_count() * sizeof(AnimationLayer));

        switch (matrix)
        {
        case MAIN:
            e->setup_bones_fixed(record->matrixes_data.main, BONE_USED_BY_ANYTHING);
            break;
        case NONE:
            e->setup_bones_fixed(record->matrixes_data.zero, BONE_USED_BY_HITBOX);
            break;
        case FIRST:
            e->setup_bones_fixed(record->matrixes_data.first, BONE_USED_BY_HITBOX);
            break;
        case SECOND:
            e->setup_bones_fixed(record->matrixes_data.second, BONE_USED_BY_HITBOX);
            break;
        }

        memcpy(e->get_animlayers(), backup_layers, e->animlayer_count() * sizeof(AnimationLayer));
    };

    if (!player_info.fakeplayer && g_ctx.local()->is_alive() && e->m_iTeamNum() != g_ctx.local()->m_iTeamNum() && !g_cfg.legitbot.enabled)
    {
        animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        previous_goal_feet_yaw[e->EntIndex()] = animstate->m_flGoalFeetYaw;
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, NONE);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));
        player_resolver[e->EntIndex()].goal_feet_yaw = animstate->m_flGoalFeetYaw;
        memcpy(player_resolver[e->EntIndex()].resolver_layers[0], e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + 60);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, FIRST);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));
        memcpy(player_resolver[e->EntIndex()].resolver_layers[2], e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - 60);

        g_ctx.globals.updating_animation = true;
        e->update_clientside_animation();
        g_ctx.globals.updating_animation = false;

        setup_matrix(e, animlayers, SECOND);
        memcpy(animstate, &state, sizeof(c_baseplayeranimationstate));
        memcpy(player_resolver[e->EntIndex()].resolver_layers[1], e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));

        player_resolver[e->EntIndex()].initialize(e, record, previous_goal_feet_yaw[e->EntIndex()], animstate->m_flPitch);
        player_resolver[e->EntIndex()].resolve_yaw();
        player_resolver[e->EntIndex()].StoreAntifreestand();

        if (g_cfg.player_list.low_delta[e->EntIndex()])
        {
            switch (record->side)
            {
            case RESOLVER_FIRST:
                record->side = RESOLVER_LOW_FIRST;
                break;
            case RESOLVER_SECOND:
                record->side = RESOLVER_LOW_SECOND;
                break;
            case RESOLVER_LOW_FIRST:
                record->side = RESOLVER_FIRST;
                break;
            case RESOLVER_LOW_SECOND:
                record->side = RESOLVER_SECOND;
                break;
            }
        }
        else
        {
            for (auto it = lagcompensation::get().player_sets.begin(); it != lagcompensation::get().player_sets.end(); ++it)
                if (it->id == player_info.steamID64 && it->res_type == HISTORY_LOW)
                {
                    switch (record->side)
                    {
                    case RESOLVER_FIRST:
                        record->side = RESOLVER_LOW_FIRST;
                        break;
                    case RESOLVER_SECOND:
                        record->side = RESOLVER_LOW_SECOND;
                        break;
                    case RESOLVER_LOW_FIRST:
                        record->side = RESOLVER_FIRST;
                        break;
                    case RESOLVER_LOW_SECOND:
                        record->side = RESOLVER_SECOND;
                        break;
                    case RESOLVER_NORM:
                        record->side = RESOLVER_FIRST;
                        break;
                    case RESOLVER_NORM2:
                        record->side = RESOLVER_SECOND;
                        break;
                    }
                    break;
                }
        }

        switch (record->side)
        {
        case RESOLVER_ORIGINAL:
            animstate->m_flGoalFeetYaw = previous_goal_feet_yaw[e->EntIndex()];
            break;
        case RESOLVER_ZERO:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y);
            break;
        case RESOLVER_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + e->get_max_desync_delta());
            break;
        case RESOLVER_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - e->get_max_desync_delta());
            break;
        case RESOLVER_LOW_FIRST:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + min(22.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_LOW_SECOND:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - min(22.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_NORM:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + min(24.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_NORM2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - min(24.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_AD:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y + min(40.0f, e->get_max_desync_delta()));
            break;
        case RESOLVER_AB:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(e->m_angEyeAngles().y - min(40.0f, e->get_max_desync_delta()));
            break;
        }

        animstate->m_flPitch = player_resolver[e->EntIndex()].resolve_pitch();
    }

    g_ctx.globals.updating_animation = true;
    e->update_clientside_animation();
    g_ctx.globals.updating_animation = false;

    setup_matrix(e, animlayers, MAIN);
    memcpy(e->m_CachedBoneData().Base(), record->matrixes_data.main, e->m_CachedBoneData().Count() * sizeof(matrix3x4_t));


    e->m_flLowerBodyYawTarget() = backup_lower_body_yaw_target;
    e->m_flDuckAmount() = backup_duck_amount;
    e->m_fFlags() = backup_flags;
    e->m_iEFlags() = backup_eflags;

    memcpy(e->get_animlayers(), animlayers, e->animlayer_count() * sizeof(AnimationLayer));
    memcpy(player_resolver[e->EntIndex()].previous_layers, animlayers, e->animlayer_count() * sizeof(AnimationLayer));

    record->store_data(e, false);

    if (e->m_flSimulationTime() < e->m_flOldSimulationTime())
        record->invalid = true;
}
Нет.
 
Забаненный
Статус
Оффлайн
Регистрация
4 Ноя 2021
Сообщения
1
Реакции[?]
0
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
чит миссает в мувы по кд а стенды фиксит, есть идеи как фиксить мувы(не детектить), либо норм резик который не срет в мувы для изучения
onetap v2 resolver

C++:
if ( m_pPlayer->m_vecVelocity( ).Length2D( ) > 0.1f && !( m_pLayers[ 12 ].m_flWeight * 1000.0f ) && ( m_pLayers[ 6 ].m_flWeight * 1000.0f ) == ( PreviousLayers[ 6 ].m_flWeight * 1000.0f ) ) {
    float DeltaFirst = abs( m_pLayers[ 6 ].m_flPlaybackRate - m_pResolverAnimLayers[ 0 ][ 6 ].m_flPlaybackRate );
    float DeltaSecond = abs( m_pLayers[ 6 ].m_flPlaybackRate - m_pResolverAnimLayers[ 1 ][ 6 ].m_flPlaybackRate );
    float DeltaThird = abs( m_pLayers[ 6 ].m_flPlaybackRate - m_pResolverAnimLayers[ 2 ][ 6 ].m_flPlaybackRate );
    
    if ( DeltaFirst < DeltaSecond || DeltaSecond <= DeltaThird || ( DeltaSecond * 1000.0f ) ) {
        if ( DeltaFirst >= DeltaThird && DeltaSecond > DeltaThird && !( DeltaThird * 1000.0f ) ) {
            m_pSide = 1;
            m_pType = 1;
        }
    }
    else {
        m_pSide = -1;
        m_pType = 1;
    }
}
 
Пользователь
Статус
Оффлайн
Регистрация
9 Мар 2021
Сообщения
272
Реакции[?]
42
Поинты[?]
2K
onetap v2 resolver

C++:
if ( m_pPlayer->m_vecVelocity( ).Length2D( ) > 0.1f && !( m_pLayers[ 12 ].m_flWeight * 1000.0f ) && ( m_pLayers[ 6 ].m_flWeight * 1000.0f ) == ( PreviousLayers[ 6 ].m_flWeight * 1000.0f ) ) {
    float DeltaFirst = abs( m_pLayers[ 6 ].m_flPlaybackRate - m_pResolverAnimLayers[ 0 ][ 6 ].m_flPlaybackRate );
    float DeltaSecond = abs( m_pLayers[ 6 ].m_flPlaybackRate - m_pResolverAnimLayers[ 1 ][ 6 ].m_flPlaybackRate );
    float DeltaThird = abs( m_pLayers[ 6 ].m_flPlaybackRate - m_pResolverAnimLayers[ 2 ][ 6 ].m_flPlaybackRate );
   
    if ( DeltaFirst < DeltaSecond || DeltaSecond <= DeltaThird || ( DeltaSecond * 1000.0f ) ) {
        if ( DeltaFirst >= DeltaThird && DeltaSecond > DeltaThird && !( DeltaThird * 1000.0f ) ) {
            m_pSide = 1;
            m_pType = 1;
        }
    }
    else {
        m_pSide = -1;
        m_pType = 1;
    }
}
а где детект сайда, да и 12 леер тут не нужен
 
mon
Начинающий
Статус
Оффлайн
Регистрация
10 Ноя 2020
Сообщения
97
Реакции[?]
8
Поинты[?]
0
а где детект сайда, да и 12 леер тут не нужен
он знает что 12 леер там не нужен (чел дал ресольвер в2 вантапа там он был ) во вторых тебе "чек стенд" это не детект сайд, он тоже не нужен
 
Пользователь
Статус
Оффлайн
Регистрация
9 Мар 2021
Сообщения
272
Реакции[?]
42
Поинты[?]
2K
он знает что 12 леер там не нужен (чел дал ресольвер в2 вантапа там он был ) во вторых тебе "чек стенд" это не детект сайд, он тоже не нужен
так на секунду скажу, что в 2 вантапе этот чек был
 
Похожие темы
Сверху Снизу