- Статус
 - Оффлайн
 
- Регистрация
 - 9 Май 2019
 
- Сообщения
 - 275
 
- Реакции
 - 74
 
		Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
	
			
				C++:
			
		
		
		auto fire_first = autowall::get().wall_penetration(globals.g.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player);
auto fire_second = autowall::get().wall_penetration(globals.g.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player);
auto fire_third = autowall::get().wall_penetration(globals.g.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.zero), player);
// Hold the line, don't forget
// Taking arms is taking heads
// Hold the line, don't forget
// Taking arms is taking heads
// антипаста для самых глупых
if (layers[3].m_flWeight == 0.f && layers[3].m_flCycle == 0.f)
        {
            Vector src3D, dst3D, forward, right, up, src, dst;
            float back_two, right_two, left_two;
            CGameTrace tr;
            CTraceFilter filter;
            Vector RightPose(player->m_angEyeAngles().x, player->m_angEyeAngles().y - player->get_max_desync_delta(), player->m_angEyeAngles().z);
            Vector LeftPose(player->m_angEyeAngles().x, player->m_angEyeAngles().y + player->get_max_desync_delta(), player->m_angEyeAngles().z);
            math::angle_vectors(Vector(0, get_backward_side(player), 0), &forward, &right, &up);
            src3D = player->get_shoot_position();
            dst3D = src3D + (forward * 384);
            /* back engine tracers */
            m_trace()->TraceRay(Ray_t(src3D, dst3D), MASK_SHOT, &filter, &tr);
            fire_third.damage = (tr.endpos - tr.startpos).Length();
            /* right engine tracers */
            m_trace()->TraceRay(Ray_t(src3D + RightPose * 35, dst3D + RightPose * 35), MASK_SHOT, &filter, &tr);
            fire_first.damage = (tr.endpos - tr.startpos).Length();
            /* left engine tracers */
            m_trace()->TraceRay(Ray_t(src3D - RightPose * 35, dst3D - RightPose * 35), MASK_SHOT, &filter, &tr);
            fire_second.damage = (tr.endpos - tr.startpos).Length();
            if (fire_first.damage > 0.0f && fire_second.damage > 0.0f)
            {
                    int freestand_side;
                    if (fire_first.damage > fire_second.damage || fire_first.damage > fire_third.damage)
                    {
                        freestand_side = 1;
                        if (freestand_side == 1)
                            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
                        switch (globals.g.missed_shots[i] % 1)
                        {
                        case 0:
                            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
                            break;
                        default:
                            break;
                        }
                    }
                    else if (fire_first.damage < fire_second.damage || fire_second.damage > fire_third.damage)
                    {
                        freestand_side = -1;
                        if (freestand_side == -1)
                            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58.f);
                        switch (globals.g.missed_shots[i] % 1)
                        {
                        case 0:
                            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58.f);
                            break;
                        default:
                            break;
                        }
                    }
                    else
                    {
                        freestand_side = 0;
                        animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 0.f);
                    }
            }
        }
	
			
				Последнее редактирование: