Исходник LEGENDWARE rework v2.3 (fixed)

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lucretia.cc
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to fix the crash either create a folder in %appdata% named itzlaith_lw as he said or replace in main.cpp

C++:
    CreateDirectory(crypt_str("C:\\Absend\\"), NULL);
    CreateDirectory(crypt_str("C:\\Absend\\Configs\\"), NULL);
    CreateDirectory(crypt_str("C:\\Absend\\Scripts\\"), NULL);
with
C++:
    static TCHAR path[MAX_PATH];

    std::string main_folder;
    std::string configs_folder;
    std::string scripts_folder;

    SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, NULL, path);

    main_folder = std::string(path) + crypt_str("\\itzlaith_lw\\\\");
    configs_folder = std::string(path) + crypt_str("\\itzlaith_lw\\\\configs\\");
    scripts_folder = std::string(path) + crypt_str("\\itzlaith_lw\\\\scripts\\");

    CreateDirectory(main_folder.c_str(), NULL);
    CreateDirectory(configs_folder.c_str(), NULL);
    CreateDirectory(scripts_folder.c_str(), NULL);
 
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someone could give me the source ;-;
 
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KidauStep
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Накинул хайд, чтобы автор не волновался), там скомп. сурсы.
 
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since the pasting community has been dead after the latest update, why not revive it:roflanEbalo:
pasteronies stop pming me if u dont have enough reactions:forsenGun::FeelsBadMan:

NOTE:- forgot to add this in and im too lazy to upload the source again so here's the fix
in resolver.cpp inside this
C++:
else if (g_ctx.globals.restype[player_record->type].missed_shots[player->EntIndex()] >= 6 )
        {
           
            g_cfg.player_list.sides[player_record->curSide].low_delta[e->EntIndex()] = false;
            g_cfg.player_list.sides[player_record->curSide].low_delta_20[e->EntIndex()] = false;
            g_cfg.player_list.types[player_record->type].should_flip[e->EntIndex()] = false;
        }
add at the end
C++:
 g_ctx.globals.restype[player_record->type].missed_shots[player->EntIndex()] = 0;
Пожалуйста, авторизуйтесь для просмотра ссылки.


- animation system improvements
- ragebot improvements/addons
- auto wall improvements
- moved DoubleTap from CL_Move to CL_SendMove, credits:- aesi the GOAT for pointing me in the right direction.
(why send move is better than cl_move? because cl_sendmove from what i noticed allows the client to simulate more commands for a prefixed tickbase because simulation happens server sided so ping wont clamp your commands, unlike cl_move which allows the client to simulate commands locally, kittenpopo gonna be mad lol)

- fixed FakeLag + AA + DoubleTap (CreateMove properly rehooked)
- properly hooked InPrediction
- major resolver improvements
- fixed a memory leak happening with the animation system that caused random crashes in certain scenarios
- major resolver/animations improvements
- ragebot improvements
- auto wall improvements
- major doubletap improvements
- fixed all crashes (console crash and random crashes)
- properly implemented AX aka anti-exploitation
- fixed a bug in the resolver, resolver wasn't working properly
- ported my lw base to hentaiware credits hentaiware
- reworked some stuff in the ragebot
- tickbase fixes\improvements
- updated resolver
- updated animation system
- improved runcommand hook
- auto wall improvements
- added anti-brute auto flip
- added LagSync (pasted)
-improved freestand
- fixed random crashes/memory leaks
- added HideShots back with DoubeTap teleport (experimental)
- added DoubleTap customization (ticks to shift and recharge time)
- complete resolver rework
- complete prediction revision
- changed some stuff in the ragebot
- reworked doubletap from copy command to cl_move hook (instant now)
- fixed cl_move doubetap client siding
- added defensive double tap
-changed the autowall
- animation system semi rework with more accurate calculations and matrices
- rebuilt velocity setup for more accurate resolving and safepoints
- added mega lean AA (pasted)
- added FakeFlick AA (pasted)

in case of a crash on injection, make a folder in %appdata% and name it itzlaith_lw

screenshot:
Посмотреть вложение 189688

download :
Скрытое содержимое
how can i fix it?

Посмотреть вложение 194749
 
KidauStep
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since the pasting community has been dead after the latest update, why not revive it:roflanEbalo:
pasteronies stop pming me if u dont have enough reactions:forsenGun::FeelsBadMan:

NOTE:- forgot to add this in and im too lazy to upload the source again so here's the fix
in resolver.cpp inside this
C++:
else if (g_ctx.globals.restype[player_record->type].missed_shots[player->EntIndex()] >= 6 )
        {
           
            g_cfg.player_list.sides[player_record->curSide].low_delta[e->EntIndex()] = false;
            g_cfg.player_list.sides[player_record->curSide].low_delta_20[e->EntIndex()] = false;
            g_cfg.player_list.types[player_record->type].should_flip[e->EntIndex()] = false;
        }
add at the end
C++:
 g_ctx.globals.restype[player_record->type].missed_shots[player->EntIndex()] = 0;
Пожалуйста, авторизуйтесь для просмотра ссылки.


- animation system improvements
- ragebot improvements/addons
- auto wall improvements
- moved DoubleTap from CL_Move to CL_SendMove, credits:- aesi the GOAT for pointing me in the right direction.
(why send move is better than cl_move? because cl_sendmove from what i noticed allows the client to simulate more commands for a prefixed tickbase because simulation happens server sided so ping wont clamp your commands, unlike cl_move which allows the client to simulate commands locally, kittenpopo gonna be mad lol)

- fixed FakeLag + AA + DoubleTap (CreateMove properly rehooked)
- properly hooked InPrediction
- major resolver improvements
- fixed a memory leak happening with the animation system that caused random crashes in certain scenarios
- major resolver/animations improvements
- ragebot improvements
- auto wall improvements
- major doubletap improvements
- fixed all crashes (console crash and random crashes)
- properly implemented AX aka anti-exploitation
- fixed a bug in the resolver, resolver wasn't working properly
- ported my lw base to hentaiware credits hentaiware
- reworked some stuff in the ragebot
- tickbase fixes\improvements
- updated resolver
- updated animation system
- improved runcommand hook
- auto wall improvements
- added anti-brute auto flip
- added LagSync (pasted)
-improved freestand
- fixed random crashes/memory leaks
- added HideShots back with DoubeTap teleport (experimental)
- added DoubleTap customization (ticks to shift and recharge time)
- complete resolver rework
- complete prediction revision
- changed some stuff in the ragebot
- reworked doubletap from copy command to cl_move hook (instant now)
- fixed cl_move doubetap client siding
- added defensive double tap
-changed the autowall
- animation system semi rework with more accurate calculations and matrices
- rebuilt velocity setup for more accurate resolving and safepoints
- added mega lean AA (pasted)
- added FakeFlick AA (pasted)

in case of a crash on injection, make a folder in %appdata% and name it itzlaith_lw

screenshot:
Посмотреть вложение 189688

download :
Скрытое содержимое
как пофиксить fps drop?
1646334016797.png
 
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well thanks i gues
 
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how to fix 10 fps in game?
 
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since the pasting community has been dead after the latest update, why not revive it:roflanEbalo:
pasteronies stop pming me if u dont have enough reactions:forsenGun::FeelsBadMan:

NOTE:- forgot to add this in and im too lazy to upload the source again so here's the fix
in resolver.cpp inside this
C++:
else if (g_ctx.globals.restype[player_record->type].missed_shots[player->EntIndex()] >= 6 )
        {
           
            g_cfg.player_list.sides[player_record->curSide].low_delta[e->EntIndex()] = false;
            g_cfg.player_list.sides[player_record->curSide].low_delta_20[e->EntIndex()] = false;
            g_cfg.player_list.types[player_record->type].should_flip[e->EntIndex()] = false;
        }
add at the end
C++:
 g_ctx.globals.restype[player_record->type].missed_shots[player->EntIndex()] = 0;
Пожалуйста, авторизуйтесь для просмотра ссылки.


- animation system improvements
- ragebot improvements/addons
- auto wall improvements
- moved DoubleTap from CL_Move to CL_SendMove, credits:- aesi the GOAT for pointing me in the right direction.
(why send move is better than cl_move? because cl_sendmove from what i noticed allows the client to simulate more commands for a prefixed tickbase because simulation happens server sided so ping wont clamp your commands, unlike cl_move which allows the client to simulate commands locally, kittenpopo gonna be mad lol)

- fixed FakeLag + AA + DoubleTap (CreateMove properly rehooked)
- properly hooked InPrediction
- major resolver improvements
- fixed a memory leak happening with the animation system that caused random crashes in certain scenarios
- major resolver/animations improvements
- ragebot improvements
- auto wall improvements
- major doubletap improvements
- fixed all crashes (console crash and random crashes)
- properly implemented AX aka anti-exploitation
- fixed a bug in the resolver, resolver wasn't working properly
- ported my lw base to hentaiware credits hentaiware
- reworked some stuff in the ragebot
- tickbase fixes\improvements
- updated resolver
- updated animation system
- improved runcommand hook
- auto wall improvements
- added anti-brute auto flip
- added LagSync (pasted)
-improved freestand
- fixed random crashes/memory leaks
- added HideShots back with DoubeTap teleport (experimental)
- added DoubleTap customization (ticks to shift and recharge time)
- complete resolver rework
- complete prediction revision
- changed some stuff in the ragebot
- reworked doubletap from copy command to cl_move hook (instant now)
- fixed cl_move doubetap client siding
- added defensive double tap
-changed the autowall
- animation system semi rework with more accurate calculations and matrices
- rebuilt velocity setup for more accurate resolving and safepoints
- added mega lean AA (pasted)
- added FakeFlick AA (pasted)

in case of a crash on injection, make a folder in %appdata% and name it itzlaith_lw

screenshot:
Посмотреть вложение 189688

download :
Скрытое содержимое
crash for inject инжект
 
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could someone give me the source for me to leave my doubletap
 
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this optimalisation is so fucking pathetic, that cheat would be good if not lag when someone is going 2 kill you
 
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