Исходник Multipoints for lw

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Код:
std::vector <scan_point> aim::get_points(adjust_data* record, int hitbox, bool from_aim, Vector start)
{
    studiohdr_t* pStudioHdr = (studiohdr_t*)(m_modelinfo()->GetStudioModel(record->player->GetModel()));
    if (!pStudioHdr)
        return { };

    mstudiohitboxset_t* pHitset = pStudioHdr->pHitboxSet(record->player->m_nHitboxSet());
    if (!pHitset)
        return { };

    mstudiobbox_t* pHitbox = pHitset->pHitbox(hitbox);
    if (!pHitbox)
        return { };

    float_t flModifier = fmaxf(pHitbox->radius, 0.f);

    Vector vecMax;
    Vector vecMin;

    math::vector_transform(Vector(pHitbox->bbmax.x + flModifier, pHitbox->bbmax.y + flModifier, pHitbox->bbmax.z + flModifier), record->matrixes_data.main[pHitbox->bone], vecMax);
    math::vector_transform(Vector(pHitbox->bbmin.x - flModifier, pHitbox->bbmin.y - flModifier, pHitbox->bbmin.z - flModifier), record->matrixes_data.main[pHitbox->bone], vecMin);

    Vector vecCenter = (vecMin + vecMax) * 0.5f;

    Vector angAngle = math::calculate_angle(start, vecCenter);

    Vector vecForward;
    math::angle_vectors(angAngle, vecForward);

    Vector vecRight = vecForward.Cross(Vector(0, 0, 2.33f));
    Vector vecLeft = Vector(-vecRight.x, -vecRight.y, vecRight.z);

    Vector vecTop = Vector(0, 0, 3.25f);
    Vector vecBottom = Vector(0, 0, -3.25f);

    int32_t iAngleToPlayer = (int32_t)(fabsf(math::normalize_yaw(record->angles.y - math::calculate_angle(start, record->player->GetAbsOrigin()).y + 180.0f)));
    int32_t iDistanceToPlayer = (int32_t)(globals.local()->GetAbsOrigin().DistTo(record->player->m_vecOrigin()));

    std::vector <scan_point> aMultipoints = { };
    if (hitbox == HITBOX_HEAD)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(0))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        float_t flScale = g_cfg.ragebot.weapon[globals.g.current_weapon].head_scale;

        aMultipoints.emplace_back(vecCenter);
        aMultipoints.emplace_back(vecCenter + ((vecTop + vecRight) * (flScale / 75.0f)));
        aMultipoints.emplace_back(vecCenter + ((vecTop + vecLeft) * (flScale / 75.0f)));
    }
    else if (hitbox == HITBOX_CHEST)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(1))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        float_t flModifier = 3.05f * (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 80.0f);
        if (iAngleToPlayer < 140 && iAngleToPlayer > 30)
            flModifier = 2.0f * (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 80.0f);

        aMultipoints.emplace_back(vecCenter + Vector(0, 0, 3));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier + Vector(0, 0, 3));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier + Vector(0, 0, 3));
    }
    else if (hitbox == HITBOX_STOMACH)
    {
        float_t flModifier = g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f;
        if (iAngleToPlayer < 120 && iAngleToPlayer > 60)
            flModifier = (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f) - 0.10f;

        aMultipoints.emplace_back(vecCenter + Vector(0, 0, 3.0f));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier + Vector(0.0f, 0.0f, 3.0f));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier + Vector(0.0f, 0.0f, 3.0f));
    }
    else if (hitbox == HITBOX_PELVIS)
    {
        float_t flModifier = g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f;
        if (iAngleToPlayer < 120 && iAngleToPlayer > 60)
            flModifier = (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f) - 0.10f;

        aMultipoints.emplace_back(vecCenter - Vector(0.0f, 0.0f, 2.0f));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier - Vector(0.0f, 0.0f, 2.0f));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier - Vector(0.0f, 0.0f, 2.0f));
    }
    else if (hitbox == HITBOX_LEFT_FOOT || hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_LEFT_THIGH || hitbox == HITBOX_RIGHT_THIGH)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(5))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        Vector vecAddition = vecLeft;
        if (hitbox == HITBOX_LEFT_FOOT || hitbox == HITBOX_LEFT_THIGH)
            vecAddition = vecRight;
        else if (hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_RIGHT_THIGH)
            vecAddition = vecLeft;

        if (hitbox == HITBOX_LEFT_THIGH || hitbox == HITBOX_RIGHT_THIGH)
            vecCenter -= Vector(0.0f, 0.0f, 2.5f);

        aMultipoints.emplace_back(vecCenter - (vecAddition * 0.90f));
    }
    else if (hitbox == HITBOX_LEFT_FOREARM || hitbox == HITBOX_RIGHT_FOREARM)
        aMultipoints.emplace_back(vecCenter - (hitbox == HITBOX_LEFT_FOREARM ? vecLeft : -vecLeft));

    return aMultipoints;
}
 
kill me
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а зачем? сделать по другому можно.
 
gone
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
std::vector <scan_point> aim::get_points(adjust_data* record, int hitbox, bool from_aim, Vector start)
{
    studiohdr_t* pStudioHdr = (studiohdr_t*)(m_modelinfo()->GetStudioModel(record->player->GetModel()));
    if (!pStudioHdr)
        return { };

    mstudiohitboxset_t* pHitset = pStudioHdr->pHitboxSet(record->player->m_nHitboxSet());
    if (!pHitset)
        return { };

    mstudiobbox_t* pHitbox = pHitset->pHitbox(hitbox);
    if (!pHitbox)
        return { };

    float_t flModifier = fmaxf(pHitbox->radius, 0.f);

    Vector vecMax;
    Vector vecMin;

    math::vector_transform(Vector(pHitbox->bbmax.x + flModifier, pHitbox->bbmax.y + flModifier, pHitbox->bbmax.z + flModifier), record->matrixes_data.main[pHitbox->bone], vecMax);
    math::vector_transform(Vector(pHitbox->bbmin.x - flModifier, pHitbox->bbmin.y - flModifier, pHitbox->bbmin.z - flModifier), record->matrixes_data.main[pHitbox->bone], vecMin);

    Vector vecCenter = (vecMin + vecMax) * 0.5f;

    Vector angAngle = math::calculate_angle(start, vecCenter);

    Vector vecForward;
    math::angle_vectors(angAngle, vecForward);

    Vector vecRight = vecForward.Cross(Vector(0, 0, 2.33f));
    Vector vecLeft = Vector(-vecRight.x, -vecRight.y, vecRight.z);

    Vector vecTop = Vector(0, 0, 3.25f);
    Vector vecBottom = Vector(0, 0, -3.25f);

    int32_t iAngleToPlayer = (int32_t)(fabsf(math::normalize_yaw(record->angles.y - math::calculate_angle(start, record->player->GetAbsOrigin()).y + 180.0f)));
    int32_t iDistanceToPlayer = (int32_t)(globals.local()->GetAbsOrigin().DistTo(record->player->m_vecOrigin()));

    std::vector <scan_point> aMultipoints = { };
    if (hitbox == HITBOX_HEAD)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(0))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        float_t flScale = g_cfg.ragebot.weapon[globals.g.current_weapon].head_scale;

        aMultipoints.emplace_back(vecCenter);
        aMultipoints.emplace_back(vecCenter + ((vecTop + vecRight) * (flScale / 75.0f)));
        aMultipoints.emplace_back(vecCenter + ((vecTop + vecLeft) * (flScale / 75.0f)));
    }
    else if (hitbox == HITBOX_CHEST)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(1))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        float_t flModifier = 3.05f * (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 80.0f);
        if (iAngleToPlayer < 140 && iAngleToPlayer > 30)
            flModifier = 2.0f * (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 80.0f);

        aMultipoints.emplace_back(vecCenter + Vector(0, 0, 3));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier + Vector(0, 0, 3));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier + Vector(0, 0, 3));
    }
    else if (hitbox == HITBOX_STOMACH)
    {
        float_t flModifier = g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f;
        if (iAngleToPlayer < 120 && iAngleToPlayer > 60)
            flModifier = (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f) - 0.10f;

        aMultipoints.emplace_back(vecCenter + Vector(0, 0, 3.0f));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier + Vector(0.0f, 0.0f, 3.0f));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier + Vector(0.0f, 0.0f, 3.0f));
    }
    else if (hitbox == HITBOX_PELVIS)
    {
        float_t flModifier = g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f;
        if (iAngleToPlayer < 120 && iAngleToPlayer > 60)
            flModifier = (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f) - 0.10f;

        aMultipoints.emplace_back(vecCenter - Vector(0.0f, 0.0f, 2.0f));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier - Vector(0.0f, 0.0f, 2.0f));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier - Vector(0.0f, 0.0f, 2.0f));
    }
    else if (hitbox == HITBOX_LEFT_FOOT || hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_LEFT_THIGH || hitbox == HITBOX_RIGHT_THIGH)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(5))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        Vector vecAddition = vecLeft;
        if (hitbox == HITBOX_LEFT_FOOT || hitbox == HITBOX_LEFT_THIGH)
            vecAddition = vecRight;
        else if (hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_RIGHT_THIGH)
            vecAddition = vecLeft;

        if (hitbox == HITBOX_LEFT_THIGH || hitbox == HITBOX_RIGHT_THIGH)
            vecCenter -= Vector(0.0f, 0.0f, 2.5f);

        aMultipoints.emplace_back(vecCenter - (vecAddition * 0.90f));
    }
    else if (hitbox == HITBOX_LEFT_FOREARM || hitbox == HITBOX_RIGHT_FOREARM)
        aMultipoints.emplace_back(vecCenter - (hitbox == HITBOX_LEFT_FOREARM ? vecLeft : -vecLeft));

    return aMultipoints;
}[/CODED]
[/QUOTE]
ur head multipoint is wrong btw
 
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gone
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Трахов
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Код:
std::vector <scan_point> aim::get_points(adjust_data* record, int hitbox, bool from_aim, Vector start)
{
    studiohdr_t* pStudioHdr = (studiohdr_t*)(m_modelinfo()->GetStudioModel(record->player->GetModel()));
    if (!pStudioHdr)
        return { };

    mstudiohitboxset_t* pHitset = pStudioHdr->pHitboxSet(record->player->m_nHitboxSet());
    if (!pHitset)
        return { };

    mstudiobbox_t* pHitbox = pHitset->pHitbox(hitbox);
    if (!pHitbox)
        return { };

    float_t flModifier = fmaxf(pHitbox->radius, 0.f);

    Vector vecMax;
    Vector vecMin;

    math::vector_transform(Vector(pHitbox->bbmax.x + flModifier, pHitbox->bbmax.y + flModifier, pHitbox->bbmax.z + flModifier), record->matrixes_data.main[pHitbox->bone], vecMax);
    math::vector_transform(Vector(pHitbox->bbmin.x - flModifier, pHitbox->bbmin.y - flModifier, pHitbox->bbmin.z - flModifier), record->matrixes_data.main[pHitbox->bone], vecMin);

    Vector vecCenter = (vecMin + vecMax) * 0.5f;

    Vector angAngle = math::calculate_angle(start, vecCenter);

    Vector vecForward;
    math::angle_vectors(angAngle, vecForward);

    Vector vecRight = vecForward.Cross(Vector(0, 0, 2.33f));
    Vector vecLeft = Vector(-vecRight.x, -vecRight.y, vecRight.z);

    Vector vecTop = Vector(0, 0, 3.25f);
    Vector vecBottom = Vector(0, 0, -3.25f);

    int32_t iAngleToPlayer = (int32_t)(fabsf(math::normalize_yaw(record->angles.y - math::calculate_angle(start, record->player->GetAbsOrigin()).y + 180.0f)));
    int32_t iDistanceToPlayer = (int32_t)(globals.local()->GetAbsOrigin().DistTo(record->player->m_vecOrigin()));

    std::vector <scan_point> aMultipoints = { };
    if (hitbox == HITBOX_HEAD)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(0))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        float_t flScale = g_cfg.ragebot.weapon[globals.g.current_weapon].head_scale;

        aMultipoints.emplace_back(vecCenter);
        aMultipoints.emplace_back(vecCenter + ((vecTop + vecRight) * (flScale / 75.0f)));
        aMultipoints.emplace_back(vecCenter + ((vecTop + vecLeft) * (flScale / 75.0f)));
    }
    else if (hitbox == HITBOX_CHEST)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(1))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        float_t flModifier = 3.05f * (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 80.0f);
        if (iAngleToPlayer < 140 && iAngleToPlayer > 30)
            flModifier = 2.0f * (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 80.0f);

        aMultipoints.emplace_back(vecCenter + Vector(0, 0, 3));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier + Vector(0, 0, 3));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier + Vector(0, 0, 3));
    }
    else if (hitbox == HITBOX_STOMACH)
    {
        float_t flModifier = g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f;
        if (iAngleToPlayer < 120 && iAngleToPlayer > 60)
            flModifier = (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f) - 0.10f;

        aMultipoints.emplace_back(vecCenter + Vector(0, 0, 3.0f));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier + Vector(0.0f, 0.0f, 3.0f));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier + Vector(0.0f, 0.0f, 3.0f));
    }
    else if (hitbox == HITBOX_PELVIS)
    {
        float_t flModifier = g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f;
        if (iAngleToPlayer < 120 && iAngleToPlayer > 60)
            flModifier = (g_cfg.ragebot.weapon[globals.g.current_weapon].body_scale / 33.0f) - 0.10f;

        aMultipoints.emplace_back(vecCenter - Vector(0.0f, 0.0f, 2.0f));
        aMultipoints.emplace_back(vecCenter + vecRight * flModifier - Vector(0.0f, 0.0f, 2.0f));
        aMultipoints.emplace_back(vecCenter + vecLeft * flModifier - Vector(0.0f, 0.0f, 2.0f));
    }
    else if (hitbox == HITBOX_LEFT_FOOT || hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_LEFT_THIGH || hitbox == HITBOX_RIGHT_THIGH)
    {
        if (!g_cfg.ragebot.weapon[globals.g.current_weapon].multipoints.at(5))
        {
            aMultipoints.emplace_back(vecCenter);
            return aMultipoints;
        }

        Vector vecAddition = vecLeft;
        if (hitbox == HITBOX_LEFT_FOOT || hitbox == HITBOX_LEFT_THIGH)
            vecAddition = vecRight;
        else if (hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_RIGHT_THIGH)
            vecAddition = vecLeft;

        if (hitbox == HITBOX_LEFT_THIGH || hitbox == HITBOX_RIGHT_THIGH)
            vecCenter -= Vector(0.0f, 0.0f, 2.5f);

        aMultipoints.emplace_back(vecCenter - (vecAddition * 0.90f));
    }
    else if (hitbox == HITBOX_LEFT_FOREARM || hitbox == HITBOX_RIGHT_FOREARM)
        aMultipoints.emplace_back(vecCenter - (hitbox == HITBOX_LEFT_FOREARM ? vecLeft : -vecLeft));

    return aMultipoints;
}
Зерон ахуел от таких портов, лучше бы с кидуахука взял ей богу:NotLikeThis:
 
Keep Ev0lving, Stay Fatal
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aint that just supremacy's improved?
Not capsule hitboxes like in supremacy.
But capsule hitboxes are made by raytracing with 300iq method I don`t know how it works.
Everything works fine and its easy to paste in other cheats like weave or legendware. That`s why I use them all the time.
 
gone
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Not capsule hitboxes like in supremacy.
But capsule hitboxes are made by raytracing with 300iq method I don`t know how it works.
Everything works fine and its easy to paste in other cheats like weave or legendware. That's why I use them all the time.
pandora's multipoints are the best publicly beside enrage iirc
 
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