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Resolver ~ lw

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13 Июн 2020
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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:
Expand Collapse Copy
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:
И снова труп ебут...
 
опять мусор одаа
 
как уебу сука.... Нахуй, вы, постите, такую, хуйню???????????????????????????????
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Какой ужас
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
тут даже я в ахуе
 
Код:
Expand Collapse Copy
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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