Resolver ~ lw

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2.15. Запрещено редактировать название темы или своё сообщение на «/del» во всех случаях (продажа аккаунта, получение ответа на свой вопрос и так далее), кроме флуда.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
inline float ClampYaw(float yaw) 
{ 
 while (yaw > 180.f) 
  yaw -= 360.f; 
 while (yaw < -180.f) 
  yaw += 360.f; 
 return yaw; 
} 
 
static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b) 
{ 
 Vector delta = a - b; 
 float delta_length = delta.Length(); 
 
 if (delta_length <= min_delta) 
 { 
  Vector result; 
  if (-min_delta <= delta_length) 
  { 
   return a; 
  } 
  else 
  { 
   float iradius = 1.0f / (delta_length + FLT_EPSILON); 
   return b - ((delta * iradius) * min_delta); 
  } 
 } 
 else 
 { 
  float iradius = 1.0f / (delta_length + FLT_EPSILON); 
  return b + ((delta * iradius) * min_delta); 
 } 
}; 
 
float server_abs_yaw(player_t* m_player, float m_flEyeYaw, float m_flGoalFeetYaw) 
{ 
 Vector velocity = m_player->m_vecVelocity(); 
 auto anim_state = m_player->get_animation_state(); 
 
 m_flGoalFeetYaw = anim_state->m_flGoalFeetYaw; 
 
 float eye_feet_delta = math::AngleDiff(m_flEyeYaw, m_flGoalFeetYaw); 
 
 float spd = velocity.LengthSqr(); 
 
 if (spd > std::powf(1.2f * 260.0f, 2.f)) 
 { 
  Vector velocity_normalized = velocity.Normalized(); 
  velocity = velocity_normalized * (1.2f * 260.0f); 
 } 
 
 float m_flChokedTime = anim_state->m_flLastClientSideAnimationUpdateTime; 
 float v25 = std::clamp(m_player->m_flDuckAmount() + anim_state->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f); 
 float v26 = anim_state->m_fDuckAmount; 
 float v27 = m_flChokedTime * 6.0f; 
 float v28; 
 
 
 if ((v25 - v26) <= v27) 
 { 
  if (-v27 <= (v25 - v26)) 
   v28 = v25; 
  else 
   v28 = v26 - v27; 
 } 
 else 
 { 
  v28 = v26 + v27; 
 } 
 
 float flDuckAmount = std::clamp(v28, 0.0f, 1.0f); 
 
 Vector animationVelocity = GetSmoothedVelocity(m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity()); 
 float speed = std::fminf(animationVelocity.Length(), 260.0f); 
 
 float flMaxMovementSpeed = 260.0f; 
 
 auto pWeapon = m_player->m_hActiveWeapon(); 
 
 if (pWeapon && pWeapon->get_csweapon_info()) 
  flMaxMovementSpeed = std::fmaxf(pWeapon->get_csweapon_info()->flMaxPlayerSpeedAlt, 0.001f); 
 
 float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f); 
 float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f); 
 
 flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f); 
 
 float flYawModifier = (((anim_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * flRunningSpeed) + 1.0f; 
 
 if (flDuckAmount > 0.0f) 
 { 
  float flDuckingSpeed = std::clamp(flDuckingSpeed, 0.0f, 1.0f); 
  flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier); 
 } 
 
 const float v60 = -58.f; 
 const float v61 = 58.f; 
 
 float flMinYawModifier = v60 * flYawModifier; 
 float flMaxYawModifier = v61 * flYawModifier; 
 
 if (eye_feet_delta <= flMaxYawModifier) 
 { 
  if (flMinYawModifier > eye_feet_delta) 
   m_flGoalFeetYaw = fabs(flMinYawModifier) + m_flEyeYaw; 
 } 
 else 
 { 
  m_flGoalFeetYaw = m_flEyeYaw - fabs(flMaxYawModifier); 
 } 
 
 math::normalize_yaw(m_flGoalFeetYaw); 
 
 if (speed > 0.1f || fabs(velocity.z) > 100.0f) 
 { 
  m_flGoalFeetYaw = math::ApproachAngle( 
   m_flEyeYaw, 
   m_flGoalFeetYaw, 
   ((anim_state->m_flStopToFullRunningFraction * 20.0f) + 30.0f) 
   * m_flChokedTime); 
 } 
 else 
 { 
  m_flGoalFeetYaw = math::ApproachAngle( 
   m_player->m_flLowerBodyYawTarget(), 
   m_flGoalFeetYaw, 
   m_flChokedTime * 100.0f); 
 } 
 
 return m_flGoalFeetYaw; 
} 
 
 
void resolver::resolve_yaw() 
{ 
 auto animstate = player->get_animation_state(); 
 float m_abs_yaw = animstate->m_flGoalFeetYaw; 
 float lby = player->m_angEyeAngles().y; 
 
 auto idx = player->EntIndex(); 
 auto missed_shots = g_ctx.globals.missed_shots[idx]; 
 
 float EyeDelta = lby - m_abs_yaw; 
 int Side = (EyeDelta > 0.f) ? -1 : 1; 
 
 float flEyeYaw = animstate->m_flEyeYaw; 
 
 float flMaxBodyYaw = [id385327540|*reinterpret_cast]<float*>(&animstate->pad10[512]); 
 float flMinBodyYaw = [id385327540|*reinterpret_cast]<float*>(&animstate->pad10[516]); 
 
 float left_side = flEyeYaw + flMinBodyYaw; 
 float right_side = flEyeYaw + flMaxBodyYaw; 
 float goal_feet_yaw = animstate->m_flGoalFeetYaw; 
 
 float desync_delta =

server_abs_yaw(player, animstate->m_flEyeYaw, side);
float low_desync_delta = server_abs_yaw(player, animstate->m_flGoalFeetYaw, side);

static float LBYADD[64];
static int ticks;

int hit = !g_ctx.local() & player->EntIndex()& /2;

switch (missed_shots % 4 && side /2)
{
  case 0: m_abs_yaw = LBYADD[idx] = (lby + (desync_delta * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
  case 1: m_abs_yaw = LBYADD[idx] = (lby + (low_desync_delta * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
  case 2: m_abs_yaw = LBYADD[idx] = (lby + (left_side * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
  case 3: m_abs_yaw = LBYADD[idx] = (lby + (right_side * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
}

if (LBYADD[idx] != 0.f && !g_ctx.local())
{
  if (ticks <= GetTickCount64())
   LBYADD[idx] = 0.f;
}
else
  ticks = GetTickCount64() + 50000;

if (hit)
{
  m_abs_yaw = (lby + (desync_delta * Side)) + LBYADD[idx];
}
}
 
Последнее редактирование:
B.O.M.J
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как уебу сука.... Нахуй, вы, постите, такую, хуйню???????????????????????????????
 
paster
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
тут даже я в ахуе
 
(\ /) _ ($ __ $ ) _ (\ /)
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Код:
inline float ClampYaw(float yaw)
{
while (yaw > 180.f)
  yaw -= 360.f;
while (yaw < -180.f)
  yaw += 360.f;
return yaw;
}

static auto GetSmoothedVelocity = [](float min_delta, Vector a, Vector b)
{
Vector delta = a - b;
float delta_length = delta.Length();

if (delta_length <= min_delta)
{
  Vector result;
  if (-min_delta <= delta_length)
  {
   return a;
  }
  else
  {
   float iradius = 1.0f / (delta_length + FLT_EPSILON);
   return b - ((delta * iradius) * min_delta);
  }
}
else
{
  float iradius = 1.0f / (delta_length + FLT_EPSILON);
  return b + ((delta * iradius) * min_delta);
}
};

float server_abs_yaw(player_t* m_player, float m_flEyeYaw, float m_flGoalFeetYaw)
{
Vector velocity = m_player->m_vecVelocity();
auto anim_state = m_player->get_animation_state();

m_flGoalFeetYaw = anim_state->m_flGoalFeetYaw;

float eye_feet_delta = math::AngleDiff(m_flEyeYaw, m_flGoalFeetYaw);

float spd = velocity.LengthSqr();

if (spd > std::powf(1.2f * 260.0f, 2.f))
{
  Vector velocity_normalized = velocity.Normalized();
  velocity = velocity_normalized * (1.2f * 260.0f);
}

float m_flChokedTime = anim_state->m_flLastClientSideAnimationUpdateTime;
float v25 = std::clamp(m_player->m_flDuckAmount() + anim_state->m_fLandingDuckAdditiveSomething, 0.0f, 1.0f);
float v26 = anim_state->m_fDuckAmount;
float v27 = m_flChokedTime * 6.0f;
float v28;


if ((v25 - v26) <= v27)
{
  if (-v27 <= (v25 - v26))
   v28 = v25;
  else
   v28 = v26 - v27;
}
else
{
  v28 = v26 + v27;
}

float flDuckAmount = std::clamp(v28, 0.0f, 1.0f);

Vector animationVelocity = GetSmoothedVelocity(m_flChokedTime * 2000.0f, velocity, m_player->m_vecVelocity());
float speed = std::fminf(animationVelocity.Length(), 260.0f);

float flMaxMovementSpeed = 260.0f;

auto pWeapon = m_player->m_hActiveWeapon();

if (pWeapon && pWeapon->get_csweapon_info())
  flMaxMovementSpeed = std::fmaxf(pWeapon->get_csweapon_info()->flMaxPlayerSpeedAlt, 0.001f);

float flRunningSpeed = speed / (flMaxMovementSpeed * 0.520f);
float flDuckingSpeed = speed / (flMaxMovementSpeed * 0.340f);

flRunningSpeed = std::clamp(flRunningSpeed, 0.0f, 1.0f);

float flYawModifier = (((anim_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * flRunningSpeed) + 1.0f;

if (flDuckAmount > 0.0f)
{
  float flDuckingSpeed = std::clamp(flDuckingSpeed, 0.0f, 1.0f);
  flYawModifier += (flDuckAmount * flDuckingSpeed) * (0.5f - flYawModifier);
}

const float v60 = -58.f;
const float v61 = 58.f;

float flMinYawModifier = v60 * flYawModifier;
float flMaxYawModifier = v61 * flYawModifier;

if (eye_feet_delta <= flMaxYawModifier)
{
  if (flMinYawModifier > eye_feet_delta)
   m_flGoalFeetYaw = fabs(flMinYawModifier) + m_flEyeYaw;
}
else
{
  m_flGoalFeetYaw = m_flEyeYaw - fabs(flMaxYawModifier);
}

math::normalize_yaw(m_flGoalFeetYaw);

if (speed > 0.1f || fabs(velocity.z) > 100.0f)
{
  m_flGoalFeetYaw = math::ApproachAngle(
   m_flEyeYaw,
   m_flGoalFeetYaw,
   ((anim_state->m_flStopToFullRunningFraction * 20.0f) + 30.0f)
   * m_flChokedTime);
}
else
{
  m_flGoalFeetYaw = math::ApproachAngle(
   m_player->m_flLowerBodyYawTarget(),
   m_flGoalFeetYaw,
   m_flChokedTime * 100.0f);
}

return m_flGoalFeetYaw;
}


void resolver::resolve_yaw()
{
auto animstate = player->get_animation_state();
float m_abs_yaw = animstate->m_flGoalFeetYaw;
float lby = player->m_angEyeAngles().y;

auto idx = player->EntIndex();
auto missed_shots = g_ctx.globals.missed_shots[idx];

float EyeDelta = lby - m_abs_yaw;
int Side = (EyeDelta > 0.f) ? -1 : 1;

float flEyeYaw = animstate->m_flEyeYaw;

float flMaxBodyYaw = [id385327540|*reinterpret_cast]<float*>(&animstate->pad10[512]);
float flMinBodyYaw = [id385327540|*reinterpret_cast]<float*>(&animstate->pad10[516]);

float left_side = flEyeYaw + flMinBodyYaw;
float right_side = flEyeYaw + flMaxBodyYaw;
float goal_feet_yaw = animstate->m_flGoalFeetYaw;

float desync_delta =

server_abs_yaw(player, animstate->m_flEyeYaw, side);
float low_desync_delta = server_abs_yaw(player, animstate->m_flGoalFeetYaw, side);

static float LBYADD[64];
static int ticks;

int hit = !g_ctx.local() & player->EntIndex()& /2;

switch (missed_shots % 4 && side /2)
{
  case 0: m_abs_yaw = LBYADD[idx] = (lby + (desync_delta * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
  case 1: m_abs_yaw = LBYADD[idx] = (lby + (low_desync_delta * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
  case 2: m_abs_yaw = LBYADD[idx] = (lby + (left_side * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
  case 3: m_abs_yaw = LBYADD[idx] = (lby + (right_side * Side));
   math::normalize_yaw(goal_feet_yaw);
   break;
}

if (LBYADD[idx] != 0.f && !g_ctx.local())
{
  if (ticks <= GetTickCount64())
   LBYADD[idx] = 0.f;
}
else
  ticks = GetTickCount64() + 50000;

if (hit)
{
  m_abs_yaw = (lby + (desync_delta * Side)) + LBYADD[idx];
}
}
Зачем ты сливаешь/кидаешь спизженный/селф код говна? :roflanBuldiga:
 
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